Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:Actor internal variables (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
- Actor internal variables in other games:
- RTNP, U1, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
- Other member categories for this class:
- enums, events, instance functions, native functions, properties
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[edit] Internal variables
[edit] Acceleration
Type: Object.Vector
Acceleration.
[edit] ActorRenderData
Type: ActorRenderDataPtr
Modifiers: const, native
[edit] Attached
Modifiers: const
array of actors attached to this actor.
[edit] AttachmentBone
Type: name
Modifiers: const
name of bone to which actor is attached (if attached to center of base, ==)
[edit] bAlwaysRelevant
Type: bool
Always relevant for network.
[edit] bAlwaysRelevantToInstigator
Type: bool
Always relevant to instigator (used to disable in specific classes where this isn't necessary).
Default value: True
[edit] bAlwaysRelevantToOwner
Type: bool
Always relevant to owner (used to disable in specific classes where this isn't necessary).
Default value: True
[edit] bAlwaysTick
Type: bool
Modifiers: const
[edit] bAlwaysZeroBoneOffset
Type: bool
[edit] bAnimByOwner
Type: bool
Animation dictated by owner.
[edit] Base
Type: Actor
Modifiers: const
Actor we're standing on.
[edit] bCanBeDamaged
Type: bool
can take damage
[edit] bClientAnim
Type: bool
Don't replicate any animations - animation done client-side
[edit] bClientDemoNetFunc
Type: bool
Modifiers: const
True if we're client-side demo recording and this call originated from the remote.
[edit] bClientDemoRecording
Type: bool
Modifiers: const
True we are currently recording a client-side demo
[edit] bCompressedPosition
Type: bool
used by networking code to flag compressed position replication
[edit] bDeleteMe
Type: bool
Modifiers: const
About to be deleted.
[edit] bDemoOwner
Type: bool
Modifiers: const
Demo recording driver owns this actor.
[edit] bDemoRecording
Type: bool
Modifiers: const
True we are currently demo recording
[edit] bDestroyInPainVolume
Type: bool
destroy this actor if it enters a pain volume
[edit] bDisturbFluidSurface
Type: bool
Cause ripples when in contact with FluidSurface.
[edit] bDynamicWorldGeometry
Type: bool
NEW 2003.09.04 (mdf) so movers can interact with dynamicblockingvolumes
[edit] bEdSnap
Type: bool
Modifiers: transient
Should snap to grid in UnrealEd.
[edit] bHasBlood
Type: bool
used for determing if we should spawn blood or not.
[edit] bHurtEntry
Type: bool
keep HurtRadius from being reentrant
[edit] bIgnoreOutOfWorld
Type: bool
Don't destroy if enters zone zero
[edit] bInterpolating
Type: bool
Performing interpolating.
[edit] bJustTeleported
Type: bool
Modifiers: const
Default value: True
[edit] bLightChanged
Type: bool
[edit] bNetDirty
Type: bool
Modifiers: transient, const
set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
[edit] bNetInitial
Type: bool
Modifiers: const
Initial network update.
[edit] bNetInitialRotation
Type: bool
Modifiers: const
Should replicate initial rotation
[edit] bNetNotify
Type: bool
actor wishes to be notified of replication events
[edit] bNetOwner
Type: bool
Modifiers: const
Player owns this actor.
[edit] bNetRelevant
Type: bool
Modifiers: const
Actor is currently relevant. Only valid server side, only when replicating variables.
[edit] bNetTemporary
Type: bool
Modifiers: const
Tear-off simulation in network play.
[edit] bNoRepMesh
Type: bool
[edit] bObsolete
Type: bool
actor is obsolete - warn level designers to remove it
[edit] bOnlyAffectPawns
Type: bool
Modifiers: const
Optimisation - only test ovelap against pawns. Used for influences etc.
[edit] bOnlyDirtyReplication
Type: bool
[edit] bOnlyDrawIfAttached
Type: bool
don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched)
[edit] bOnlyOwnerSee
Type: bool
Only owner can see this actor.
[edit] bOnlyRelevantToOwner
Type: bool
this actor is only relevant to its owner.
[edit] bOrientOnSlope
Type: bool
when landing, orient base on slope of floor
[edit] bOwnerNoSee
Type: bool
Everything but the owner can see this actor.
[edit] bPathTemp
Type: bool
Modifiers: transient
Internal/path building
[edit] bPendingDelete
Type: bool
[edit] bRepClientDemo
Type: bool
Modifiers: const
True if remote client is recording demo
[edit] bReplicateAnimations
Type: bool
Should replicate SimAnim
[edit] bReplicateInstigator
Type: bool
Replicate instigator to client (used by bNetTemporary projectiles).
[edit] bReplicateMovement
Type: bool
if true, replicate movement/location related properties
Default value: True
[edit] Brush
Type: Model
Modifiers: const, export
Brush if DrawType=DT_Brush.
[edit] bScriptInitialized
Type: bool
set to prevent re-initializing of actors spawned during level startup
[edit] bSelected
Type: bool
Modifiers: const
Selected in UnrealEd.
[edit] bShowOctreeNodes
Type: bool
[edit] bSkipActorPropertyReplication
Type: bool
if true, don't replicate actor class variables for this actor
[edit] bStatic
Type: bool
Modifiers: const
Does not move or change over time. Don't let L.D.s change this - screws up net play
[edit] bTearOff
Type: bool
[edit] bTempEditor
Type: bool
Modifiers: transient, const
Internal UnrealEd.
[edit] bTicked
Type: bool
Modifiers: transient, const
Actor has been updated.
[edit] bTimerLoop
Type: bool
Timer loops (else is one-shot).
[edit] bTrailerAllowRotation
Type: bool
If PHYS_Trailer and want independent rotation control.
[edit] bTrailerPrePivot
Type: bool
If PHYS_Trailer and true, offset from owner by PrePivot.
[edit] bTrailerSameRotation
Type: bool
If PHYS_Trailer and true, have same rotation as owner.
[edit] bTravel
Type: bool
Actor is capable of travelling among servers.
[edit] bUpdateSimulatedPosition
Type: bool
if true, update velocity/location after initialization for simulated proxies
[edit] bWasSNFiltered
Type: bool
[edit] bWorldGeometry
Type: bool
Collision and Physics treats this actor as world geometry
[edit] CachedLocalToWorld
Type: Object.Matrix
[edit] CachedLocation
Type: Object.Vector
Modifiers: const
[edit] CachedRotation
Type: Object.Rotator
Modifiers: const
[edit] CollisionTag
Type: int
Modifiers: const, native
[edit] ColLocation
Type: Object.Vector
Modifiers: const
Actor's old location one move ago. Only for debugging
[edit] ConglomerateID
Type: Actor
For conglomerate actors (Vehicles, StationaryTurrets) the actor who is the primary
[edit] Deleted
Type: Actor
Modifiers: const
Next actor in just-deleted chain.
[edit] HardRelMatrix
Type: Object.Matrix
Modifiers: const
[edit] Instigator
Type: Pawn
Pawn responsible for damage caused by this actor.
[edit] Inventory
Type: Inventory
Inventory chain.
[edit] JoinedTag
Type: int
Modifiers: const, transient
[edit] KStepTag
Type: int
Modifiers: const, native
[edit] LastRenderTime
Type: float
Modifiers: transient
last time this actor was rendered.
[edit] LatentFloat
Type: float
Modifiers: const
[edit] Leaves
Modifiers: transient
BSP leaves this actor is in.
[edit] Level
Type: LevelInfo
Modifiers: const
Level this actor is on.
[edit] LightRenderData
Type: LightRenderDataPtr
Modifiers: const, native
[edit] MeshInstance
Type: MeshInstance
Modifiers: transient
Mesh instance.
[edit] MessageClass
Type: class<LocalMessage>
Default value: Class'Engine.LocalMessage'
[edit] NetPriority
Type: float
Higher priorities means update it more frequently.
Default value: 1.0
[edit] NetTag
Type: int
Modifiers: const, transient
[edit] NetUpdateFrequency
Type: float
How many seconds between net updates.
Default value: 100.0
[edit] NetUpdateTime
Type: float
Modifiers: const
time of last update
[edit] OctreeBox
Type: Object.Box
Modifiers: const, transient
Actor bounding box cached when added to Octree. Internal use only.
[edit] OctreeBoxCenter
Type: Object.Vector
Modifiers: const, transient
[edit] OctreeBoxRadii
Type: Object.Vector
Modifiers: const, transient
[edit] OctreeNodes
Modifiers: const, transient
Array of nodes of the octree Actor is currently in. Internal use only.
[edit] Owner
Type: Actor
Modifiers: const
Owner actor.
[edit] PendingTouch
Type: Actor
Actor touched during move which wants to add an effect after the movement completes
[edit] PhysicsVolume
Type: PhysicsVolume
Modifiers: const
physics volume this actor is currently in
[edit] Projectors
Type: array<ProjectorRenderInfoPtr>
Modifiers: const, native
Projected textures on this actor
[edit] Region
Type: PointRegion
Modifiers: const
Region this actor is in.
[edit] RelativeLocation
Type: Object.Vector
Modifiers: const
location relative to base/bone (valid if base exists)
[edit] RelativeRotation
Type: Object.Rotator
Modifiers: const
rotation relative to base/bone (valid if base exists)
[edit] RemoteRole
Type: ENetRole
Default value: ROLE_DumbProxy
[edit] RenderRevision
Type: int
Modifiers: const, native
[edit] RepSkin
Type: Material
replicated skin (sets Skins[RepSkinIndex] if not none)
[edit] Role
Type: ENetRole
Default value: ROLE_Authority
[edit] SimAnim
Type: AnimRep
Modifiers: transient
[edit] StaticFilterState
Type: EFilterState
Modifiers: const, native
[edit] StaticMeshInstance
Type: StaticMeshInstance
Contains per-instance static mesh data, like static lighting data.
[edit] StaticMeshProjectors
Type: array<StaticMeshProjectorRenderInfoPtr>
Modifiers: const, native
[edit] StaticSectionBatches
Type: array<BatchReference>
Modifiers: const, native
[edit] TimerCounter
Type: float
Modifiers: const
Counts up until it reaches TimerRate.
[edit] TimerRate
Type: float
Timer event, 0=no timer.
[edit] Touching
Modifiers: const
List of touching actors.
[edit] XLevel
Type: Level
Modifiers: transient, const
Level object.
