Mostly Harmless

UE2:Actor internal variables (UE2Runtime)

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UE2Runtime Object >> Actor (internal variables)

Contents

[edit] Internal variables

[edit] Acceleration

Type: Object.Vector

Acceleration.

[edit] ActorRenderData

Type: ActorRenderDataPtr

Modifiers: const, native


[edit] Attached

Type: array<Actor>

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] 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] bEdSnap

Type: bool

Modifiers: transient

Should snap to grid in UnrealEd.

[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


[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] 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

Type: array<int>

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

Type: array<int>

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[0] 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

Type: array<Actor>

Modifiers: const

List of touching actors.

[edit] XLevel

Type: Level

Modifiers: transient, const

Level object.

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