I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:Actor properties (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor (properties)

Contents

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

Properties[edit]

Property group 'Advanced'[edit]

ActorTimeDilation[edit]

Type: float

NEW (arl) Slomo for individual actors.

Default value: 1.0

bAcceptsProjectors[edit]

Type: bool

Projectors can project onto this actor

bAutoEnableAgent[edit]

Type: bool

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

bCanTeleport[edit]

Type: bool

This actor can be teleported.

bCollideWhenPlacing[edit]

Type: bool

This actor collides with the world when placing.

bDeleteMe[edit]

Type: bool

Modifiers: const

About to be deleted.

bDifficulty0[edit]

Type: bool

actor is present in "EASY" difficulty

Default value: True

bDifficulty1[edit]

Type: bool

actor is present in "NORMAL" difficulty

Default value: True

bDifficulty2[edit]

Type: bool


Default value: True

bDirectional[edit]

Type: bool

Actor shows direction arrow during editing.

bEdCanOverlap[edit]

Type: bool

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

bEdShouldSnap[edit]

Type: bool

Snap to grid in editor.

bGameRelevant[edit]

Type: bool

Always relevant for game

bHidden[edit]

Type: bool

Is hidden during gameplay.

bHiddenEd[edit]

Type: bool

Is hidden during editing.

bHiddenEdGroup[edit]

Type: bool

Is hidden by the group brower.

bHiddenRelevant[edit]

Type: bool

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

bHiddenUsable[edit]

Type: bool


bHighDetail[edit]

Type: bool

Only show up on high-detail.

bIgnoreImpactForces[edit]

Type: bool


bIgnoreSingularityDamage[edit]

Type: bool

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

Default value: True

bIgnoreSingularityForces[edit]

Type: bool

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

Default value: True

bLaunchPawns[edit]

Type: bool

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

bLockLocation[edit]

Type: bool

Prevent the actor from being moved in the editor.

bManualTick[edit]

Type: bool


bMovable[edit]

Type: bool

Actor can be moved.

Default value: True

bNeverBatch[edit]

Type: bool

NEW (mwp) disable StaticMesh Batching

bNoDelete[edit]

Type: bool

Modifiers: const

Cannot be deleted during play.

bRenderLater[edit]

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

bRenderNoPredict[edit]

Type: bool


bRequiresWorldZBuffer[edit]

Type: bool

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

bScriptInitialized[edit]

Type: bool


bStasis[edit]

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.

bStatic[edit]

Type: bool

Modifiers: const


DetailLevel[edit]

Type: byte

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

GoreLevel[edit]

Type: byte

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

LifeSpan[edit]

Type: float


Property group 'Collision'[edit]

bBlockActors[edit]

Type: bool

Blocks other nonplayer actors.

bBlockNavigation[edit]

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)

bBlockNonZeroExtentTraces[edit]

Type: bool

block non-zero extent actors/traces

Default value: True

bBlockPlayers[edit]

Type: bool

Blocks other player actors.

bBlockStepping[edit]

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)

bBlockZeroExtentTraces[edit]

Type: bool

block zero extent actors/traces

Default value: True

bCanMantle[edit]

Type: bool

NEW (mdf) whether actor can be mantled

Default value: True

bCollideActors[edit]

Type: bool

Modifiers: const

Collides with other actors.

bCollideWorld[edit]

Type: bool

Collides with the world.

bNoStaticMeshCollide[edit]

Type: bool

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

bPathColliding[edit]

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)

bProjTarget[edit]

Type: bool

Projectiles should potentially target this actor.

CanEncroachList[edit]

Type: array<class<Actor> >

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

CollisionHeight[edit]

Type: float

Modifiers: const


Default value: 22.0

CollisionRadius[edit]

Type: float

Modifiers: const

Radius of collision cyllinder.

Default value: 22.0

Property group 'Dialog'[edit]

Speaker[edit]

Type: string


Property group 'Display'[edit]

ActorFOV[edit]

Type: float

NEW (arl) Actor specific FOV rendering.

AmbientColor[edit]

Type: Object.Color

NEW (arl) Base additive ambient color.

AmbientGlow[edit]

Type: byte

Ambient brightness, or 255=pulsing.

AnimFrame[edit]

Type: float

Current animation frame, 0.0 to 1.0.

AnimRate[edit]

Type: float

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

AnimSequence[edit]

Type: name

Animation sequence we're playing.

AntiPortal[edit]

Type: ConvexVolume

Convex volume used for DT_AntiPortal

BlurDegree[edit]

Type: float

NEW (arl) OSB_EFFECTS

bMustFace[edit]

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

bNoSmooth[edit]

Type: bool

Don't smooth actor's texture.

bShadowCast[edit]

Type: bool

Casts static shadows.

bStaticLighting[edit]

Type: bool

Uses raytraced lighting.

bUnlit[edit]

Type: bool

Lights don't affect actor.

bUseDynamicLights[edit]

Type: bool

NEW (mwp) UT2K3

Default value: True

DrawScale[edit]

Type: float

Modifiers: const

Scaling factor, 1.0=normal size.

Default value: 1.0

DrawScale3D[edit]

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

DrawType[edit]

Type: EDrawType

Modifiers: const


Default value: DT_Sprite

LODBias[edit]

Type: float


Default value: 1.0

Mesh[edit]

Type: Mesh

Mesh if DrawType=DT_Mesh.

MeshParams[edit]

Type: string

NEW(cdh) Mesh creation parameters if desired

PrePivot[edit]

Type: Object.Vector

Offset from box center for drawing.

RenderBoundFactor[edit]

Type: float


Default value: 1.0

RenderIteratorClass[edit]

Type: class<RenderIterator>

class to instantiate as the actor's RenderInterface

ScaleGlow[edit]

Type: float

Multiplies lighting.

Default value: 1.0

Skins[edit]

Type: array<Material>

Multiple skin support - not replicated.

SpecialDisplayFlags[edit]

Type: int


SpriteProjForward[edit]

Type: float

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

StaticMesh[edit]

Type: StaticMesh


Style[edit]

Type: ERenderStyle


Default value: STY_Normal

TerrainZOffset[edit]

Type: float

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

Texture[edit]

Type: Material

Sprite texture.if DrawType=DT_Sprite

Default value: Texture'Engine.S_Actor'

VisibilityHeight[edit]

Type: float

NEW (mwp) cylinder. Zero=infinite visibility.

VisibilityRadius[edit]

Type: float

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

Property group 'Events'[edit]

bLocalGameEvent[edit]

Type: bool

this event should be saved as a local saved game event

bTravelGameEvent[edit]

Type: bool

this event should travel across levels as a saved game event

Event[edit]

Type: name

The event this actor causes.

Tag[edit]

Type: name


Property group 'Filter'[edit]

bDoMissionFiltering[edit]

Type: bool


bPostMission110276[edit]

Type: bool


bPostMission83[edit]

Type: bool


bPreMission00[edit]

Type: bool


bPreMission01[edit]

Type: bool


Default value: True

bPreMission02[edit]

Type: bool


Default value: True

bPreMission03[edit]

Type: bool


Default value: True

bPreMission04[edit]

Type: bool


Default value: True

bPreMission05[edit]

Type: bool


Default value: True

bPreMission06[edit]

Type: bool


Default value: True

bPreMission07[edit]

Type: bool


Default value: True

bPreMission08[edit]

Type: bool


Default value: True

bPreMission09[edit]

Type: bool


Default value: True

bPreMission10[edit]

Type: bool


Default value: True

bPreMission11[edit]

Type: bool


Default value: True

bPreMission12[edit]

Type: bool


Default value: True

bPreMission13[edit]

Type: bool


Property group 'Force'[edit]

ForceRadius[edit]

Type: float


ForceScale[edit]

Type: float


ForceType[edit]

Type: EForceType


Property group 'Karma'[edit]

KParams[edit]

Type: KarmaParams

Modifiers: export, editinline


Property group 'LightColor'[edit]

LightBrightness[edit]

Type: byte


LightHue[edit]

Type: byte


LightSaturation[edit]

Type: byte


Property group 'Lighting'[edit]

bActorShadows[edit]

Type: bool

Light casts actor shadows.

bCorona[edit]

Type: bool

Light uses Skin as a corona.

bDynamicLight[edit]

Type: bool

Temporarily treat this as a dynamic light.

bLensFlare[edit]

Type: bool

Whether to use zone lens flare.

bLightParticles[edit]

Type: bool

Modifiers: const

Use to light particles.

bSpecialLit[edit]

Type: bool

Only affects special-lit surfaces.

LightCone[edit]

Type: byte


LightEffect[edit]

Type: ELightEffect


LightPeriod[edit]

Type: byte


LightPhase[edit]

Type: byte


LightPriority[edit]

Type: float


Default value: 1.0

LightRadius[edit]

Type: byte


LightType[edit]

Type: ELightType


VolumeBrightness[edit]

Type: byte


VolumeFog[edit]

Type: byte


VolumeRadius[edit]

Type: byte


Property group 'Mounting'[edit]

bMountDetachDestroy[edit]

Type: bool

Actor should be destroyed on detachment.

MountDetachPhysics[edit]

Type: EPhysics

Physics to use on detachment if not being destroyed.

MountOrgLocation[edit]

Type: Object.Vector

Origin location for mount, relative to node.

MountOrgRotation[edit]

Type: Object.Rotator

Origin rotation for mount, relative to node.

MountParentNode[edit]

Type: string

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

MountParentTag[edit]

Type: name

Tag of actor to mount to at level startup.

Property group 'Movement'[edit]

AmbientRotationRate[edit]

Type: Object.Rotator

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

AttachTag[edit]

Type: name


bAllowClipping[edit]

Type: bool


bBounce[edit]

Type: bool

Bounces when hits ground fast.

bFixedRotationDir[edit]

Type: bool

Fixed direction of rotation.

bRotateToDesired[edit]

Type: bool

Rotate to DesiredRotation.

Buoyancy[edit]

Type: float

Water buoyancy.

DesiredRotation[edit]

Type: Object.Rotator

Physics will smoothly rotate actor to this rotation if bRotateToDesired.

FallingAddedAcceleration[edit]

Type: Object.Vector


FallingMaxVelocityXY[edit]

Type: float

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

Default value: 1.0E7

FallingMaxVelocityZ[edit]

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

Location[edit]

Type: Object.Vector

Modifiers: const

Actor's location; use Move to set.

Mass[edit]

Type: float

Mass of this actor.

Default value: 100.0

Physics[edit]

Type: EPhysics

Modifiers: const


Rotation[edit]

Type: Object.Rotator

Modifiers: const

Rotation.

RotationRate[edit]

Type: Object.Rotator

Change in rotation per second.

SwingFriction[edit]

Type: float


SwingGravDir[edit]

Type: Object.Vector


Default value:

Member Value
Z -1.0

SwingLength[edit]

Type: float


SwingPivot[edit]

Type: Object.Vector


Velocity[edit]

Type: Object.Vector

Velocity.

Property group 'Object'[edit]

Group[edit]

Type: name


InitialState[edit]

Type: name


Property group 'Sound'[edit]

AmbientSound[edit]

Type: Sound

Ambient sound effect.

SoundOcclusion[edit]

Type: ESoundOcclusion


SoundPitch[edit]

Type: byte


Default value: 64

SoundRadius[edit]

Type: float

Radius of ambient sound.

Default value: 64.0

SoundVolume[edit]

Type: byte

Volume of ambient sound.

Default value: 128

TransientSoundRadius[edit]

Type: float


Default value: 80.0

TransientSoundVolume[edit]

Type: float

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

Default value: 1.0

Internal variables[edit]

See Actor internal variables.