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UE2:Actor properties (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
- Actor properties in other games:
- RTNP, U1, U2, U2XMP, UT, UT2003, UT2004
- Other member categories for this class:
- enums, events, 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] 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] 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] 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] LifeSpan
Type: float
[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] 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] 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
Modifiers: const
Mesh if DrawType=DT_Mesh.
[edit] PrePivot
Type: Object.Vector
Offset from box center for drawing.
[edit] ScaleGlow
Type: float
Default value: 1.0
[edit] Skins
Multiple skin support - not replicated.
[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
