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UE2:Actor properties (U2XMP)

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U2XMP Object >> Actor (properties)

Contents

Actor properties in other games:
RTNP, U1, U2, UE2Runtime, UT, UT2003, UT2004
Other member categories for this class:
constants, enums, events, instance functions, internal variables, native functions

[edit] Properties

[edit] Property group 'Advanced'

[edit] ActorTimeDilation

Type: float

NEW (arl) Slomo for individual actors.

Default value: 1.0

[edit] bAcceptsProjectors

Type: bool

Projectors can project onto this actor

[edit] bAutoEnableAgent

Type: bool

NEW (arl) Automatically enables all agent channels for this mesh.

[edit] bCanTeleport

Type: bool

This actor can be teleported.

[edit] bCollideWhenPlacing

Type: bool

This actor collides with the world when placing.

[edit] bDeleteMe

Type: bool

Modifiers: const

About to be deleted.

[edit] bDifficulty0

Type: bool

actor is present in "EASY" difficulty

Default value: True

[edit] bDifficulty1

Type: bool

actor is present in "NORMAL" difficulty

Default value: True

[edit] bDifficulty2

Type: bool


Default value: True

[edit] bDirectional

Type: bool

Actor shows direction arrow during editing.

[edit] bEdCanOverlap

Type: bool

NEW (mdf) If true won't get "in same location as" warnings when building maps.

[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] bHiddenRelevant

Type: bool

NEW (mjl) should relevant this actor even though it is bHidden, (for non-bAlwaysRelevant, bHidden actors)

[edit] bHiddenUsable

Type: bool


[edit] bHighDetail

Type: bool

Only show up on high-detail.

[edit] bIgnoreImpactForces

Type: bool


[edit] bIgnoreSingularityDamage

Type: bool

NEW (mdf) if true, actor is unaffected by damage from black holes

Default value: True

[edit] bIgnoreSingularityForces

Type: bool

NEW (mdf) if true, actor is unaffected by forces from black holes

Default value: True

[edit] bLaunchPawns

Type: bool

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

[edit] bLockLocation

Type: bool

Prevent the actor from being moved in the editor.

[edit] bManualTick

Type: bool


[edit] bMovable

Type: bool

Actor can be moved.

Default value: True

[edit] bNeverBatch

Type: bool

NEW (mwp) disable StaticMesh Batching

[edit] bNoDelete

Type: bool

Modifiers: const

Cannot be deleted during play.

[edit] bRenderLater

Type: bool

actor should be rendered/ticked *after* normal actors have been ticked/rendered, so it can use the result of their render-generated information

[edit] bRenderNoPredict

Type: bool


[edit] bRequiresWorldZBuffer

Type: bool

Actor should be drawn before the Z buffer has been cleared (before the weapon has been drawn)

[edit] bScriptInitialized

Type: bool


[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] bStatic

Type: bool

Modifiers: const


[edit] DetailLevel

Type: byte

Actor detail level (0:Low - 2:High)

[edit] GoreLevel

Type: byte

Actor gore level (0:None, 1:Low, 1:Medium, 2:High)

[edit] LifeSpan

Type: float


[edit] Property group 'Collision'

[edit] bBlockActors

Type: bool

Blocks other nonplayer actors.

[edit] bBlockNavigation

Type: bool

NEW (mdf) if true NPCs will treat this as a blocking actor and try to go around it (useful for small blocking volumes that the player can go onto)

[edit] bBlockNonZeroExtentTraces

Type: bool

block non-zero extent actors/traces

Default value: True

[edit] bBlockPlayers

Type: bool

Blocks other player actors.

[edit] bBlockStepping

Type: bool

NEW (mdf) if true NPCs will avoid stepping/jumping/crouch-stepping onto this actor if they bump it (useful for small blocking volumes that the player can go onto)

[edit] bBlockZeroExtentTraces

Type: bool

block zero extent actors/traces

Default value: True

[edit] bCanMantle

Type: bool

NEW (mdf) whether actor can be mantled

Default value: True

[edit] bCollideActors

Type: bool

Modifiers: const

Collides with other actors.

[edit] bCollideWorld

Type: bool

Collides with the world.

[edit] bNoStaticMeshCollide

Type: bool

NEW (arl) Force actors with static meshes to use collision cylinder collision instead.

[edit] bPathColliding

Type: bool

NEW (mdf) 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] CanEncroachList

Type: array<class<Actor> >

NEW (mdf) list of actors classes that this actor can encroach during movement

[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 'Dialog'

[edit] Speaker

Type: string


[edit] Property group 'Display'

[edit] ActorFOV

Type: float

NEW (arl) Actor specific FOV rendering.

[edit] AmbientColor

Type: Object.Color

NEW (arl) Base additive ambient color.

[edit] AmbientGlow

Type: byte

Ambient brightness, or 255=pulsing.

[edit] AnimFrame

Type: float

Current animation frame, 0.0 to 1.0.

[edit] AnimRate

Type: float

Animation rate in frames per second, 0=none, negative=velocity scaled.

[edit] AnimSequence

Type: name

Animation sequence we're playing.

[edit] AntiPortal

Type: ConvexVolume

Convex volume used for DT_AntiPortal

[edit] BlurDegree

Type: float

NEW (arl) OSB_EFFECTS

[edit] bMustFace

Type: bool

NEW (arl) Set to false if you want this actor to be drawn whether you are facing it or not.

Default value: True

[edit] bNoSmooth

Type: bool

Don't smooth actor's texture.

[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

NEW (mwp) UT2K3

Default value: True

[edit] DrawScale

Type: float

Modifiers: const

Scaling factor, 1.0=normal size.

Default value: 1.0

[edit] DrawScale3D

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

[edit] DrawType

Type: EDrawType

Modifiers: const


Default value: DT_Sprite

[edit] LODBias

Type: float


Default value: 1.0

[edit] Mesh

Type: Mesh

Mesh if DrawType=DT_Mesh.

[edit] MeshParams

Type: string

NEW(cdh) Mesh creation parameters if desired

[edit] PrePivot

Type: Object.Vector

Offset from box center for drawing.

[edit] RenderBoundFactor

Type: float


Default value: 1.0

[edit] RenderIteratorClass

Type: class<RenderIterator>

class to instantiate as the actor's RenderInterface

[edit] ScaleGlow

Type: float

Multiplies lighting.

Default value: 1.0

[edit] Skins

Type: array<Material>

Multiple skin support - not replicated.

[edit] SpecialDisplayFlags

Type: int


[edit] SpriteProjForward

Type: float

NEW (arl) Distance to move Sprites toward the camera (worldspace).

[edit] StaticMesh

Type: StaticMesh


[edit] Style

Type: ERenderStyle


Default value: STY_Normal

[edit] TerrainZOffset

Type: float

NEW (mdf) for shifting certain actors up on terrain (so they don't sink)

[edit] Texture

Type: Material

Sprite texture.if DrawType=DT_Sprite

Default value: Texture'Engine.S_Actor'

[edit] VisibilityHeight

Type: float

NEW (mwp) cylinder. Zero=infinite visibility.

[edit] VisibilityRadius

Type: float

NEW (mwp) Actor is drawn if viewer is within its visibility

[edit] Property group 'Events'

[edit] bLocalGameEvent

Type: bool

this event should be saved as a local saved game event

[edit] bTravelGameEvent

Type: bool

this event should travel across levels as a saved game event

[edit] Event

Type: name

The event this actor causes.

[edit] Tag

Type: name


[edit] Property group 'Filter'

[edit] bDoMissionFiltering

Type: bool


[edit] bPostMission110276

Type: bool


[edit] bPostMission83

Type: bool


[edit] bPreMission00

Type: bool


[edit] bPreMission01

Type: bool


Default value: True

[edit] bPreMission02

Type: bool


Default value: True

[edit] bPreMission03

Type: bool


Default value: True

[edit] bPreMission04

Type: bool


Default value: True

[edit] bPreMission05

Type: bool


Default value: True

[edit] bPreMission06

Type: bool


Default value: True

[edit] bPreMission07

Type: bool


Default value: True

[edit] bPreMission08

Type: bool


Default value: True

[edit] bPreMission09

Type: bool


Default value: True

[edit] bPreMission10

Type: bool


Default value: True

[edit] bPreMission11

Type: bool


Default value: True

[edit] bPreMission12

Type: bool


Default value: True

[edit] bPreMission13

Type: bool


[edit] Property group 'Force'

[edit] ForceRadius

Type: float


[edit] ForceScale

Type: float


[edit] ForceType

Type: EForceType


[edit] Property group 'Karma'

[edit] KParams

Type: KarmaParams

Modifiers: export, editinline


[edit] Property group 'LightColor'

[edit] LightBrightness

Type: byte


[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

Temporarily treat this as a dynamic light.

[edit] bLensFlare

Type: bool

Whether to use zone lens flare.

[edit] bLightParticles

Type: bool

Modifiers: const

Use to light particles.

[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] LightPriority

Type: float


Default value: 1.0

[edit] LightRadius

Type: byte


[edit] LightType

Type: ELightType


[edit] VolumeBrightness

Type: byte


[edit] VolumeFog

Type: byte


[edit] VolumeRadius

Type: byte


[edit] Property group 'Mounting'

[edit] bMountDetachDestroy

Type: bool

Actor should be destroyed on detachment.

[edit] MountDetachPhysics

Type: EPhysics

Physics to use on detachment if not being destroyed.

[edit] MountOrgLocation

Type: Object.Vector

Origin location for mount, relative to node.

[edit] MountOrgRotation

Type: Object.Rotator

Origin rotation for mount, relative to node.

[edit] MountParentNode

Type: string

Node name of mesh node to mount at, none for actor origin.

[edit] MountParentTag

Type: name

Tag of actor to mount to at level startup.

[edit] Property group 'Movement'

[edit] AmbientRotationRate

Type: Object.Rotator

NEW (mdf) Ambient rotation rate -- used if non-zero

[edit] AttachTag

Type: name


[edit] bAllowClipping

Type: bool


[edit] bBounce

Type: bool

Bounces when hits ground fast.

[edit] bFixedRotationDir

Type: bool

Fixed direction of rotation.

[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] FallingAddedAcceleration

Type: Object.Vector


[edit] FallingMaxVelocityXY

Type: float

Use to cap XY component of velocity while PHYS_Falling, prior to applying TerminalVelocity. 0 ==> no XY "drift"

Default value: 1.0E7

[edit] FallingMaxVelocityZ

Type: float

Use to cap Abs(Z) component of velocity while PHYS_Falling, prior to applying TerminalVelocity. <0 ==> cap "falling down, >0 ==> Cap "falling up", 0 ==> won't fall up/down

Default value: -1.0E7

[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] SwingFriction

Type: float


[edit] SwingGravDir

Type: Object.Vector


Default value:

Member Value
Z -1.0

[edit] SwingLength

Type: float


[edit] SwingPivot

Type: Object.Vector


[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] SoundOcclusion

Type: ESoundOcclusion


[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: 80.0

[edit] TransientSoundVolume

Type: float

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

Default value: 1.0

[edit] Internal variables

See Actor internal variables.

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