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UE2:Actor properties (UT2004)

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UT2004 Object >> Actor (properties)

Contents

Actor properties in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003
Other member categories for this class:
enums, events, instance functions, internal variables, native functions


Properties[edit]

Property group 'Advanced'[edit]

bCanTeleport[edit]

Type: bool

This actor can be teleported.

bCollideWhenPlacing[edit]

Type: bool

This actor collides with the world when placing.

bDirectional[edit]

Type: bool

Actor shows direction arrow during editing.

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.

bHighDetail[edit]

Type: bool

Only show up for players that have their World Detail set to "Normal" or "High".

bLockLocation[edit]

Type: bool

Prevent the actor from being moved in the editor.

bMovable[edit]

Type: bool

Actor can be moved.

Default value: True

bNoDelete[edit]

Type: bool

Modifiers: const

Cannot be deleted during play. This causes the actor also to be always relevant to the clients for replication.

bShouldBaseAtStartup[edit]

Type: bool

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

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.

bSuperHighDetail[edit]

Type: bool

Only show up for players that have their World Detail settings set to "High".

LifeSpan[edit]

Type: float

If greater than 0, the actor will be destroyed a certain time after it has been created. A LifeSpan value of 2 corresponds to 1 second in game.

Property group 'Collision'[edit]

bAutoAlignToTerrain[edit]

Type: bool

Auto-align to terrain in the editor

bBlockActors[edit]

Type: bool

Blocks other nonplayer actors.

bBlockKarma[edit]

Type: bool

Modifiers: const

Block actors being simulated with Karma.

bBlockNonZeroExtentTraces[edit]

Type: bool

Block non-zero extent actors/traces. This is used by player collision but also by the Shock Core or Spider Mines.

Default value: True

bBlockZeroExtentTraces[edit]

Type: bool

Block zero extent actors/traces. These are pretty much all other kinds of weaponfire.

Default value: True

bCollideActors[edit]

Type: bool

Modifiers: const

Collides with other actors. This is required to cause Touch()-events for this Actor and is needed to use the other collision types.

bPathColliding[edit]

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)

bProjTarget[edit]

Type: bool

Projectiles should potentially target this actor.

bUseCylinderCollision[edit]

Type: bool

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

CollisionHeight[edit]

Type: float

Modifiers: const

The height of the collision cylinder. The actual height is this value multiplied by 2.

Default value: 22.0

CollisionRadius[edit]

Type: float

Modifiers: const

Radius of collision cyllinder.

Default value: 22.0

SurfaceType[edit]

Type: ESurfaceTypes

The SurfaceType determines which sounds to play when walking on this actor and which effects to emit for some weapons when they hit it. You basically determine the physical material that this object is made of.

Property group 'Display'[edit]

AmbientGlow[edit]

Type: byte

Ambient brightness, or 255=pulsing. You should keep this reasonably low, as StaticMeshs receive more AmbientBrightness than BSP surfaces and easily look odd this way.

AntiPortal[edit]

Type: ConvexVolume

Convex volume used for DT_AntiPortal

bAcceptsProjectors[edit]

Type: bool

Projectors can project onto this actor

Default value: True

bAlwaysFaceCamera[edit]

Type: bool

Actor will be rendered always facing the camera like a sprite

bDeferRendering[edit]

Type: bool

Defer rendering if DrawType is DT_Particle or Style is STY_Additive

Default value: True

bDisableSorting[edit]

Type: bool

Manual override for translucent material sorting.

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

The actor is affected by dynamic lights.

bUseLightingFromBase[edit]

Type: bool

If the actor has a Base, that base's lighting is used.

ClientOverlayCounter[edit]

Type: float

Modifiers: transient

Current secs left to show overlay effect

ClientOverlayTimer[edit]

Type: float

Modifiers: transient

Client inital time count

CullDistance[edit]

Type: float

Once the actor is further away from the player than this distance, it is not rendered anymore. Useful to stop rendering small objects before they fall behind the actual distance fog. 0 to disable this effect.

DrawScale[edit]

Type: float

Modifiers: const

Scaling factor, 1.0=normal size.

Default value: 1.0

DrawScale3D[edit]

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

DrawType[edit]

Type: EDrawType

Modifiers: const

How is this actor rendered? For example as StaticMesh, as SkeletalMesh, as Sprite, etc.

Default value: DT_Sprite

ForcedVisibilityZoneTag[edit]

Type: name

Modifiers: const

Makes the visibility code treat the actor as if it was in the zone with the given Tag. Note that if you specify this value, you have to make sure it really matches the correct ZoneInfo's Tag property. If the value is specified, but there's no zone with this Tag, the actor will never be visible!

LODBias[edit]

Type: float

Manipulate the Level of Detail, i.e. the mesh gets simplified when it's far enough away from the player's view.

Default value: 1.0

MaxLights[edit]

Type: byte

Limit to hardware lights active on this primitive. How many lights can be maximally received at once by this actor. If more lights are affecting it, it will pick those that have the highest influence.

Default value: 4

Mesh[edit]

Type: Mesh

Modifiers: const

Mesh if DrawType=DT_Mesh.

OverlayMaterial[edit]

Type: Material

Shader/material effect to use with skin

OverlayTimer[edit]

Type: float

Set by server

PrePivot[edit]

Type: Object.Vector

Offset from box center for drawing.

ScaleGlow[edit]

Type: float

?

Default value: 1.0

Skins[edit]

Type: array<Material>

Multiple skin support - not replicated.

StaticMesh[edit]

Type: StaticMesh

Modifiers: const

StaticMesh if DrawType=DT_StaticMesh.

Style[edit]

Type: ERenderStyle

Different render styles can be chosen to render this actor.

Default value: STY_Normal

Texture[edit]

Type: Material

Sprite texture if DrawType=DT_Sprite

Default value: S_Actor

UV2Mode[edit]

Type: EUV2Mode

?

UV2Texture[edit]

Type: Material

  • I guess this has something to do with custom lightmap skins

Property group 'Events'[edit]

Event[edit]

Type: name

The event this actor causes.

ExcludeTag[edit]

Type: name

Array size: 8

Multipurpose exclusion tag for excluding lights, projectors, rendering actors, blocking weather

Tag[edit]

Type: name

Actor's tag name.

Property group 'Force'[edit]

ForceNoise[edit]

Type: float

?

Default value: 0.5

ForceRadius[edit]

Type: float

?

ForceScale[edit]

Type: float

?

ForceType[edit]

Type: EForceType


Property group 'Karma'[edit]

KParams[edit]

Type: KarmaParamsCollision

Modifiers: export, editinline

Parameters for Karma Collision/Dynamics.

Property group 'LightColor'[edit]

LightBrightness[edit]

Type: float

How strong is the light in the affected radius.

LightHue[edit]

Type: byte

The color of the light.

LightSaturation[edit]

Type: byte

How strong is the color of the light. 255 means no color at all (resulting in white light) and 0 is only the color and no white parts.


See Light colors reference for a collection of colors.

Property group 'Lighting'[edit]

bActorShadows[edit]

Type: bool

Light casts actor shadows.

bAttenByLife[edit]

Type: bool

Attenuate light by diminishing lifespan

bCorona[edit]

Type: bool

Light uses Skin as a corona.

bDirectionalCorona[edit]

Type: bool

(If bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.

bDynamicLight[edit]

Type: bool

This light is dynamic.

bLightingVisibility[edit]

Type: bool

Calculate lighting visibility for this actor with line checks.

Default value: True

bSpecialLit[edit]

Type: bool

Only affects special-lit surfaces.

LightCone[edit]

Type: byte

The radius of the light cone if the LightEffect is set to StaticSpot.

LightEffect[edit]

Type: ELightEffect

Some cool animated effects which unfortunately can't be used ingame because lightmaps are pre-rendered.

However, StaticSpot and SunLight work and are used in their own subclasses. And you can use LE_Negative to have a Light that emits darkness, i.e. fights light in it's radius.

LightPeriod[edit]

Type: byte

How fast the LightEffects should be animated. Not used because LightEffects don't work.

LightPhase[edit]

Type: byte

Allows to offset LightEffects of different lights. Not used because LightEffects don't work.

LightRadius[edit]

Type: float

The radius around the actor that is affected by it's light. This is not an actual radius in measurable units but a multiplier for the function that calculates the light radius.

LightType[edit]

Type: ELightType

Animates the light with different on/off time. This feature is broken as well, due to the lightmap baking and would only work with Lights that have bStatic = false, like TriggerLights, but it doesn't look good without shadows.

Property group 'Movement'[edit]

AttachTag[edit]

Type: name

The object will be attached to the actor with this Tag and copy it's movement.

bBounce[edit]

Type: bool

Bounces when hits ground fast.

bFixedRotationDir[edit]

Type: bool

Fixed direction of rotation.

bHardAttach[edit]

Type: bool

If bHardAttach is true, the relative location of the attached actor is reset every time the base actor moves to account for the new location and orientation of the base actor.

If bHardAttach is false, each time the base moves or rotates, the base will update the location of the attached actor with the delta movement. If the attached actor is moving on its own, the movement of the attached actor will be added to the movement of the base.

bIgnoreEncroachers[edit]

Type: bool

Ignore collisions between Movers and this actor.

bIgnoreTerminalVelocity[edit]

Type: bool

If PHYS_Falling, ignore the TerminalVelocity of the PhysicsVolume.

bOrientToVelocity[edit]

Type: bool

Orient in the direction of current velocity.

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.

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

Different physics to determine different ways of movement for this actor. Most are set in script if necessary, but some have effect on how Movers move, etc.

Rotation[edit]

Type: Object.Rotator

Modifiers: const

Rotation.

RotationRate[edit]

Type: Object.Rotator

Change in rotation per second.

Velocity[edit]

Type: Object.Vector

Velocity.

Property group 'Object'[edit]

Group[edit]

Type: name

Set automatically when using the Group Browser to group this actor.

InitialState[edit]

Type: name

The actor's initial state. This is used by classes such as AntiPortalActor, KHinge, Mover, Trigger and TriggerLight to select the desired behavior. See the documentation of the specific classes to find out what effect their various states have.

Property group 'Sound'[edit]

AmbientSound[edit]

Type: Sound

Ambient sound effect.

bFullVolume[edit]

Type: bool

Whether to apply ambient attenuation.

SoundOcclusion[edit]

Type: ESoundOcclusion

Which kind of geometry can block sound when the actor is on the other side. Default means BSP.

SoundPitch[edit]

Type: byte

How fast the sound is being played.

Default value: 64

SoundRadius[edit]

Type: float

The distance in which you can still hear the sound at it's full specified SoundVolume.

Default value: 64.0

SoundVolume[edit]

Type: byte

Volume of ambient sound.

Default value: 128

TransientSoundRadius[edit]

Type: float

The outer sound radius, i.e. the radius until which you can still hear the sound.

Default value: 300.0

TransientSoundVolume[edit]

Type: float

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

Default value: 0.3

Internal variables[edit]

See Actor internal variables.