Mostly Harmless
UE2:Actor (U2XMP)
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(Redirected from UE2:PointRegion (U2XMP))
| Object >> Actor |
- Package:
- Engine
- Direct subclasses:
- ActorRotator, AntiPortalActor, Brush, Controller, CoverProxy, DamageType, Decal, Decoration, DialogProxy, Dialog, Effects, ElectricGenerator, Emitter, EnergySource, FlameDamager, FluidSurfaceOscillator, ForceWallCollider, HUD, HallCannon, IKTrailer, Info, InventoryAttachment, Inventory, KActor, Keypoint, LegendActorComponent, Light, Line, Mover, NavigationPoint, NewWind, Note, P_LaserSpot, ParticleColliderDisc, ParticleColliderSphere, ParticleGenerator, ParticleLoader, ParticleRef, ParticleSprayer, Pawn, Pickup, ProjectileSoundProxy, Projectile, Projector, PrototypeAssets, Replicator, ScratchPad, Shianship01, SoundSlotTimerListInterf, StaticMeshActor, SunLight, TestCrash, Triggers, U2Troopship, U2UseManager, UtilGame, Util, VehiclePart, VoiceList, WaveGenerator, Waypoint
- Known custom subclasses:
- IncrementalTrigger, PawnFactory, Round_Robin
- This class in other games:
- RTNP, U1, U2, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Actor: The base class of all actors. Actor is the base class of all gameplay objects. A large number of properties, behaviors and interfaces are implemented in Actor, including:
- Display - Animation - Physics and world interaction - Making sounds - Networking properties - Actor creation and destruction - Triggering and timers - Actor iterator functions - Message broadcasting
This is a built-in Unreal class and it shouldn't be modified.
[edit] Constants
See Actor constants.
[edit] Properties
See Actor properties.
[edit] Enums
See Actor enums.
[edit] Structs
[edit] ActorList
- name ListName
- name for quick look-up of actor lists
- array<ActorType> ActorTypes
- the various types of actors which should be included in the List
- array<Actor> List
- the actual list of actors
[edit] ActorRenderDataPtr
- int Ptr
[edit] ActorType
- Class ClassType
- the class name (not an actual class) of the actor
- bool bExcludeSubclasses
- whether it should include subclasses of the ClassName as well
[edit] AnimRep
- name AnimSequence
- bool bAnimLoop
- byte AnimRate
- note that with compression, max replicated animrate is 4.0
- byte AnimFrame
- byte TweenRate
- note that with compression, max replicated tweentime is 4 seconds
[edit] AnimStruct
[edit] BatchReference
[edit] CheckResult
- Object Next
- IteratorList*
- Actor Actor
- Object.Vector Location
- Location of the hit in coordinate system of the returner.
- Object.Vector Normal
- Normal vector in coordinate system of the returner. Zero=none.
- Primitive Primitive
- Actor primitive which was hit, or NULL=none.
- float Time
- Time until hit, if line check.
- int Item
- Primitive data item which was hit, INDEX_NONE=none.
- Material Material
- Material cached by LineCheck()
[edit] Face
- array<Object.Vector> Points
[edit] LightRenderDataPtr
- int Ptr
[edit] PointRegion
[edit] ProjectorRenderInfoPtr
- int Ptr
[edit] StaticMeshProjectorRenderInfoPtr
- int Ptr
[edit] TCollision
Modifiers: native
[edit] Functions
[edit] Static native functions
[edit] AddActor
native static final function AddActor (Actor A, optional Object.Color C)
[edit] AddArrow
native static final function AddArrow (Object.Vector Start, Object.Vector End, optional Object.Color C)
[edit] AddBox
native static final function AddBox (Object.Vector Location, Object.Vector Extent, optional Object.Color C)
[edit] AddCylinder
native static final function AddCylinder (Object.Vector Location, float Radius, float Height, optional Object.Color C)
[edit] AddLine
native static final function AddLine (Object.Vector Start, Object.Vector End, optional Object.Color C)
[edit] Other static functions
[edit] AddActorAt
static final function AddActorAt (Actor A, Object.Vector TargetLocation, optional Object.Color C)
[edit] ColorBlack
static final function Object.Color ColorBlack ()
[edit] ColorBlue
static final function Object.Color ColorBlue ()
[edit] ColorBrown
static final function Object.Color ColorBrown ()
[edit] ColorCyan
static final function Object.Color ColorCyan ()
[edit] ColorDkBlue
static final function Object.Color ColorDkBlue ()
[edit] ColorDkCyan
static final function Object.Color ColorDkCyan ()
[edit] ColorDkGreen
static final function Object.Color ColorDkGreen ()
[edit] ColorDkGrey
static final function Object.Color ColorDkGrey ()
[edit] ColorDkMagenta
static final function Object.Color ColorDkMagenta ()
[edit] ColorDkRed
static final function Object.Color ColorDkRed ()
[edit] ColorDkYellow
static final function Object.Color ColorDkYellow ()
[edit] ColorGreen
static final function Object.Color ColorGreen ()
[edit] ColorGrey
static final function Object.Color ColorGrey ()
[edit] ColorLtGrey
static final function Object.Color ColorLtGrey ()
[edit] ColorMagenta
static final function Object.Color ColorMagenta ()
[edit] ColorOrange
static final function Object.Color ColorOrange ()
[edit] ColorPink
static final function Object.Color ColorPink ()
[edit] ColorRed
static final function Object.Color ColorRed ()
[edit] ColorWhite
static final function Object.Color ColorWhite ()
[edit] ColorYellow
static final function Object.Color ColorYellow ()
[edit] GetItemName
[edit] GetLocalString
static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
[edit] ID
static final function ID ()
[edit] MakeColor
[edit] OD
static final function OD ()
[edit] Iterator functions
[edit] AllActors
native(304) final iterator function AllActors (class<Actor> BaseClass, out Actor Actor, optional name MatchTag)
[edit] BasedActors
native(306) final iterator function BasedActors (class<Actor> BaseClass, out Actor Actor)
[edit] ChildActors
native(305) final iterator function ChildActors (class<Actor> BaseClass, out Actor Actor)
[edit] CollidingActors
native simulated final iterator function CollidingActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)
[edit] DynamicActors
native(313) final iterator function DynamicActors (class<Actor> BaseClass, out Actor Actor, optional name MatchTag, optional float Radius, optional Object.Vector Loc)
[edit] RadiusActors
native(310) final iterator function RadiusActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)
[edit] TouchingActors
native(307) final iterator function TouchingActors (class<Actor> BaseClass, out Actor Actor)
[edit] TraceActors
native(309) final iterator function TraceActors (class<Actor> BaseClass, out Actor Actor, out Object.Vector HitLoc, out Object.Vector HitNorm, Object.Vector End, optional Object.Vector Start, optional Object.Vector Extent)
[edit] VisibleActors
native(311) final iterator function VisibleActors (class<Actor> BaseClass, out Actor Actor, optional float Radius, optional Object.Vector Loc)
[edit] VisibleCollidingActors
native(312) final iterator function VisibleCollidingActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc, optional bool bIgnoreHidden)
[edit] Latent functions
[edit] FinishAnim
[edit] FinishInterpolation
native(301) final latent function FinishInterpolation ()
[edit] Sleep
native(256) final latent function Sleep (float Seconds)
[edit] Native functions
[edit] Events
See Actor events.
