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UE2:Actor (UT2003)

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UT2003 Object >> Actor
Package: 
Engine
Direct subclasses:
HudOverlay, IonEffect, InventoryAttachment, AimedAttachment, AnimBrowserMesh, AntiPortalActor, Brush, VehiclePart, Controller, CrateActor, DamageType, Decal, DecoVolumeObject, Decoration, ShockCombo, Effects, Emitter, FluidSurfaceOscillator, Gib, Hud, Info, Note, Inventory, IonCannon, Projector, KActor, KVehicleFactory, Keypoint, Light, MatDemoActor, MeshEffect, Mover, NavigationPoint, ProjectileSpawner, Pawn, Pickup, PrecacheHack, Projectile, ShieldEffect, SpinnyWeap, StaticMeshActor, TankVictim, TransDummyBeacon, Triggers, VMeshActor, Vignette, WeaponFire, XEmitter, XMaterialController, XMaterialTrigger, XMutatorList, XPickUpBase, XProcMesh, XWeatherEffect
Known custom subclasses:
Round_Robin, PawnFactory, IncrementalTrigger
This class in other games:
RTNP, U1, UT, UE2Runtime, U2, UT2004, U2XMP, UT3, UDK

Actor: The base class of all actors. Actor is the base class of all gameplay objects. A large number of properties, behaviors and interfaces are implemented in Actor, including:

- Display - Animation - Physics and world interaction - Making sounds - Networking properties - Actor creation and destruction - Triggering and timers - Actor iterator functions - Message broadcasting

This is a built-in Unreal class and it shouldn't be modified.

Constants

MAXSTEPHEIGHT

Value: 35.0

Maximum step height walkable by pawns

MINFLOORZ

Value: 0.7


Properties

See Actor properties.

Enums

See Actor enums.

Structs

ActorRenderDataPtr

pointer Ptr 

AnimRep

name AnimSequence 
bool bAnimLoop 
byte AnimRate 
note that with compression, max replicated animrate is 4.0
byte AnimFrame 
byte TweenRate 
note that with compression, max replicated tweentime is 4 seconds

BatchReference

int BatchIndex 
int ElementIndex 

KRBVec

float
float
float

KRigidBodyState

KRBVec Position 
Object.Quat Quaternion 
KRBVec LinVel 
KRBVec AngVel 

KSimParams

float GammaPerSec 
Relaxation constant. Making it larger pushes things apart harder when they penetrate.
float Epsilon 
Global constraint compliance. Making it larger makes contacts/joints softer.
float PenetrationOffset 
Resting penetration. Making this larger can reduce jiggling.
float PenetrationScale 
Artificially increase penetration - makes contacts 'stiffer'
float ContactSoftness 
Softness of just contact constraints.
float MaxPenetration 
Maximum penetration allowed.
float MaxTimestep 
Maximum timestep ever used to advance rigid body simulation.
float MaxKarmaSpeed 
Maximum allowed speed (unreal units) of any karma actor.
float MaxRagdollSpeed 
Maximum allowed speed (unreal units) of any karma ragdoll.

LightRenderDataPtr

pointer Ptr 

PointRegion

ZoneInfo Zone 
Zone.
int iLeaf 
Bsp leaf.
byte ZoneNumber 
Zone number.

ProjectorRenderInfoPtr

pointer Ptr 

StaticMeshProjectorRenderInfoPtr

pointer Ptr 

Functions

Static functions

GetLocalString

static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)


Iterator functions

AllActors

native(304) final iterator function AllActors (class<ActorBaseClass, out Actor Actor, optional name MatchTag)


BasedActors

native(306) final iterator function BasedActors (class<ActorBaseClass, out Actor Actor)


ChildActors

native(305) final iterator function ChildActors (class<ActorBaseClass, out Actor Actor)


CollidingActors

native(321) final iterator function CollidingActors (class<ActorBaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)


DynamicActors

native(313) final iterator function DynamicActors (class<ActorBaseClass, out Actor Actor, optional name MatchTag)


RadiusActors

native(310) final iterator function RadiusActors (class<ActorBaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)


TouchingActors

native(307) final iterator function TouchingActors (class<ActorBaseClass, out Actor Actor)


TraceActors

native(309) final iterator function TraceActors (class<ActorBaseClass, out Actor Actor, out Object.Vector HitLoc, out Object.Vector HitNorm, Object.Vector End, optional Object.Vector Start, optional Object.Vector Extent)


VisibleActors

native(311) final iterator function VisibleActors (class<ActorBaseClass, out Actor Actor, optional float Radius, optional Object.Vector Loc)


VisibleCollidingActors

native(312) final iterator function VisibleCollidingActors (class<ActorBaseClass, out Actor Actor, float Radius, optional Object.Vector Loc, optional bool bIgnoreHidden)


Latent functions

FinishAnim

native(261) final latent function FinishAnim (optional int Channel)


FinishInterpolation

native(301) final latent function FinishInterpolation ()


Sleep

native(256) final latent function Sleep (float Seconds)


Native functions

See Actor native functions.

Events

See Actor events.

Other instance functions

BecomeViewTarget

function BecomeViewTarget ()


CanSplash

function bool CanSplash ()


DisplayDebug

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)


EffectIsRelevant

simulated function bool EffectIsRelevant (Object.Vector SpawnLocation, bool bForceDedicated)


GetCollisionExtent

function Object.Vector GetCollisionExtent ()


GetDebugName

function string GetDebugName ()


GetHumanReadableName

simulated function string GetHumanReadableName ()


GetItemName

function string GetItemName (string FullName)


HurtRadius

simulated final function HurtRadius (float DamageAmount, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation)


IsInPain

function bool IsInPain ()


IsInVolume

function bool IsInVolume (Volume aVolume)


MatchStarting

function MatchStarting ()


NearSpot

simulated final function bool NearSpot (Object.Vector Spot)


PlayTeleportEffect

function PlayTeleportEffect (bool bOut, bool bSound)


RenderOverlays

function RenderOverlays (Canvas Canvas)


ReplaceText

final function ReplaceText (out string Text, string Replace, string With)


Reset

function Reset ()


SetDefaultDisplayProperties

function SetDefaultDisplayProperties ()


SetDisplayProperties

function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting)


SetGRI

function SetGRI (GameReplicationInfo GRI)


SetOverlayMaterial

simulated function SetOverlayMaterial (Material mat, float time, bool bOverride)


StartInterpolation

simulated function StartInterpolation ()


TouchingActor

simulated final function bool TouchingActor (Actor A)


UntriggerEvent

function UntriggerEvent (name EventName, Actor Other, Pawn EventInstigator)


UpdatePrecacheMaterials

simulated function UpdatePrecacheMaterials ()


UpdatePrecacheStaticMeshes

simulated function UpdatePrecacheStaticMeshes ()


Operators

color * float

native(552) static final operator(16) Object.Color * (Object.Color A, float B)


float * color

native(550) static final operator(16) Object.Color * (float A, Object.Color B)


color + color

native(551) static final operator(20) Object.Color + (Object.Color A, Object.Color B)


color - color

native(549) static final operator(20) Object.Color - (Object.Color A, Object.Color B)