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UE2:Actor properties (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
- 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
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[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
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
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
