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UE2:Actor properties (U2)

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U2 Object >> Actor (properties)

Contents

Actor properties in other games:
RTNP, U1, U2XMP, UE2Runtime, UT, UT2003, UT2004
Other member categories for this class:
enums, events, instance functions, internal variables, native functions

[edit] Properties

[edit] Property group 'Advanced'

[edit] bCanBeBaseForPawns

Type: bool

NEW (mdf) Pawn's should be launched off this actor if they stand/land on it (moved here from Pawn)

Default value: True

[edit] bCanTeleport

Type: bool

This actor can be teleported.

[edit] bCollideWhenPlacing

Type: bool

This actor collides with the world when placing.

[edit] bDirectional

Type: bool

Actor shows direction arrow during editing.

[edit] bDontBatch

Type: bool


[edit] bEdShouldSnap

Type: bool

Snap to grid in editor.

[edit] bGameRelevant

Type: bool

Always relevant for game

[edit] bHidden

Type: bool

Is hidden during gameplay.

[edit] bHiddenEd

Type: bool

Is hidden during editing.

[edit] bHiddenEdGroup

Type: bool

Is hidden by the group brower.

[edit] bHighDetail

Type: bool

Only show up in high or super high detail mode.

[edit] bLockLocation

Type: bool

Prevent the actor from being moved in the editor.

[edit] bMovable

Type: bool

Actor can be moved.

Default value: True

[edit] bNoDelete

Type: bool

Modifiers: const

Cannot be deleted during play.

[edit] bShouldBaseAtStartup

Type: bool

if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating

[edit] bShowUseReticle

Type: bool

For usable actors, Visual display shown when this is true

Default value: True

[edit] bStasis

Type: bool

In StandAlone games, turn off if not in a recently rendered zone turned off if bStasis and physics = PHYS_None or PHYS_Rotating.

[edit] bSuperHighDetail

Type: bool

Only show up in super high detail mode.

[edit] bUsable

Type: bool

Anyone can use this actor when this is true

[edit] LifeSpan

Type: float

How old the object lives before dying, 0=forever.

[edit] NetDependents

Type: array<Actor>


[edit] Property group 'Collision'

[edit] bAutoAlignToTerrain

Type: bool

Auto-align to terrain in the editor

[edit] bBlockActors

Type: bool

Blocks other nonplayer actors.

[edit] bBlockKarma

Type: bool

Modifiers: const

Block actors being simulated with Karma.

[edit] bBlockNonZeroExtentTraces

Type: bool

block non-zero extent actors/traces

Default value: True

[edit] bBlockPlayers

Type: bool

Blocks other player actors.

[edit] bBlockZeroExtentTraces

Type: bool

block zero extent actors/traces

Default value: True

[edit] bCanMantle

Type: bool


Default value: True

[edit] bCollideActors

Type: bool

Modifiers: const

Collides with other actors.

[edit] bCollideWorld

Type: bool

Collides with the world.

[edit] bPathColliding

Type: bool

this actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)

[edit] bProjTarget

Type: bool

Projectiles should potentially target this actor.

[edit] bUseCylinderCollision

Type: bool

Force axis aligned cylinder collision (useful for static mesh pickups, etc.)

[edit] CollisionHeight

Type: float

Modifiers: const


Default value: 22.0

[edit] CollisionRadius

Type: float

Modifiers: const

Radius of collision cyllinder.

Default value: 22.0

[edit] Property group 'Display'

[edit] AlternateSkins

Type: array<Material>

Multiple skin support - not replicated.

[edit] AmbientGlow

Type: byte

Ambient brightness, or 255=pulsing.

[edit] AntiPortal

Type: ConvexVolume

Convex volume used for DT_AntiPortal

[edit] bAcceptsProjectors

Type: bool

Projectors can project onto this actor

Default value: True

[edit] bDisableSorting

Type: bool

Manual override for translucent material sorting.

[edit] bShadowCast

Type: bool

Casts static shadows.

[edit] bStaticLighting

Type: bool

Uses raytraced lighting.

[edit] bUnlit

Type: bool

Lights don't affect actor.

[edit] bUseDynamicLights

Type: bool


Default value: True

[edit] bUseLightingFromBase

Type: bool


[edit] CullDistance

Type: float

0 == no distance cull, < 0 only drawn at distance > 0 cull at distance

[edit] DrawScale

Type: float

Modifiers: const

Scaling factor, 1.0=normal size.

Default value: 1.0

[edit] DrawScale3D

Type: Object.Vector

Modifiers: const

Scaling vector, (1.0,1.0,1.0)=normal size.

Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

[edit] DrawType

Type: EDrawType

Modifiers: const


Default value: DT_Sprite

[edit] ForcedVisibilityZoneTag

Type: name

Modifiers: const


[edit] LODBias

Type: float


Default value: 1.0

[edit] MaxLights

Type: byte

Limit to hardware lights active on this primitive.

Default value: 4

[edit] Mesh

Type: Mesh

Mesh if DrawType=DT_Mesh. //NEW (mdf) removed const

[edit] PrePivot

Type: Object.Vector

Offset from box center for drawing.

[edit] RepSkinIndex

Type: int

skin index to replicate

[edit] ScaleGlow

Type: float


Default value: 1.0

[edit] Skins

Type: array<Material>

Multiple skin support - not replicated.

[edit] SpecialDisplayFlags

Type: int

NEW (mdf) support showing Actor CC etc.

[edit] StaticMesh

Type: StaticMesh

Modifiers: const


[edit] Style

Type: ERenderStyle


Default value: STY_Normal

[edit] Texture

Type: Material

Sprite texture.if DrawType=DT_Sprite

Default value: Texture'Engine.S_Actor'

[edit] Property group 'Events'

[edit] Event

Type: name

The event this actor causes.

[edit] Tag

Type: name

Actor's tag name.

[edit] Property group 'Force'

[edit] ForceRadius

Type: float


[edit] ForceScale

Type: float


[edit] ForceType

Type: EForceType


[edit] Property group 'Karma'

[edit] KParams

Type: KarmaParamsCollision

Modifiers: export, editinline

Parameters for Karma Collision/Dynamics.

[edit] Property group 'LightColor'

[edit] LightBrightness

Type: float


[edit] LightHue

Type: byte


[edit] LightSaturation

Type: byte


[edit] Property group 'Lighting'

[edit] bActorShadows

Type: bool

Light casts actor shadows.

[edit] bCorona

Type: bool

Light uses Skin as a corona.

[edit] bDynamicLight

Type: bool

This light is dynamic.

[edit] bLightingVisibility

Type: bool

Calculate lighting visibility for this actor with line checks.

Default value: True

[edit] bSpecialLit

Type: bool

Only affects special-lit surfaces.

[edit] LightCone

Type: byte


[edit] LightEffect

Type: ELightEffect


[edit] LightPeriod

Type: byte


[edit] LightPhase

Type: byte


[edit] LightRadius

Type: float


[edit] LightType

Type: ELightType


[edit] Property group 'Movement'

[edit] AttachTag

Type: name


[edit] bBounce

Type: bool

Bounces when hits ground fast.

[edit] bFixedRotationDir

Type: bool

Fixed direction of rotation.

[edit] bHardAttach

Type: bool


[edit] bIgnoreEncroachers

Type: bool

Ignore collisions between movers and

[edit] bRotateToDesired

Type: bool

Rotate to DesiredRotation.

[edit] Buoyancy

Type: float

Water buoyancy.

[edit] DesiredRotation

Type: Object.Rotator

Physics will smoothly rotate actor to this rotation if bRotateToDesired.

[edit] Location

Type: Object.Vector

Modifiers: const

Actor's location; use Move to set.

[edit] Mass

Type: float

Mass of this actor.

Default value: 100.0

[edit] Physics

Type: EPhysics

Modifiers: const


[edit] Rotation

Type: Object.Rotator

Modifiers: const

Rotation.

[edit] RotationRate

Type: Object.Rotator

Change in rotation per second.

[edit] Velocity

Type: Object.Vector

Velocity.

[edit] Property group 'Object'

[edit] Group

Type: name


[edit] InitialState

Type: name


[edit] Property group 'Sound'

[edit] AmbientSound

Type: Sound

Ambient sound effect.

[edit] bFullVolume

Type: bool


[edit] SoundOcclusion

Type: ESoundOcclusion

Sound occlusion approach.

[edit] SoundPitch

Type: byte


Default value: 64

[edit] SoundRadius

Type: float

Radius of ambient sound.

Default value: 64.0

[edit] SoundVolume

Type: byte

Volume of ambient sound.

Default value: 128

[edit] TransientSoundRadius

Type: float


Default value: 300.0

[edit] TransientSoundVolume

Type: float

default sound volume for regular sounds (can be overridden in playsound)

Default value: 0.3

[edit] Internal variables

See Actor internal variables.

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