Gah - a solution with more questions. – EntropicLqd
UE2:Actor (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
(Redirected from UE2:ProjectorRenderInfoPtr (UE2Runtime))
| Object >> Actor |
- Package:
- Engine
- Known direct subclasses:
- AnimBrowserMesh, AntiPortalActor, Brush, CarriedObject, Controller, DamageType, Decal, DecoVolumeObject, Decoration, Effects, Emitter, FluidSurfaceOscillator, HUD, Info, InventoryAttachment, Inventory, KActor, KRepulsor, KVehicleFactory, Keypoint, Light, MatDemoActor, Mover, NavigationPoint, Note, Pawn, Pickup, Projectile, Projector, SVehicleFactory, SpinnyWeap, StaticMeshActor, Triggers, VehiclePart
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, 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
[edit] MAXSTEPHEIGHT
Value: 35.0
Maximum step height walkable by pawns
[edit] MINFLOORZ
Value: 0.7
[edit] Properties
See Actor properties.
[edit] Enums
See Actor enums.
[edit] Structs
[edit] ActorRenderDataPtr
- int Ptr
[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] BatchReference
[edit] KRBVec
[edit] KRigidBodyState
- KRBVec Position
- Object.Quat Quaternion
- KRBVec LinVel
- KRBVec AngVel
[edit] LightRenderDataPtr
- int Ptr
[edit] PointRegion
[edit] ProjectorRenderInfoPtr
- int Ptr
[edit] StaticMeshProjectorRenderInfoPtr
- int Ptr
[edit] Functions
[edit] Static functions
[edit] GetLocalString
static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
[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(321) 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)
[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
native(261) final latent function FinishAnim (optional int Channel)
[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.
[edit] Other instance functions
[edit] BecomeViewTarget
function BecomeViewTarget ()
[edit] CanSplash
function bool CanSplash ()
[edit] DisplayDebug
[edit] EffectIsRelevant
[edit] GetCollisionExtent
function Object.Vector GetCollisionExtent ()
[edit] GetDebugName
function string GetDebugName ()
[edit] GetHumanReadableName
simulated function string GetHumanReadableName ()
[edit] GetItemName
[edit] HurtRadius
simulated final function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, Object.Vector HitLocation)
[edit] IsInPain
function bool IsInPain ()
[edit] IsInVolume
[edit] MatchStarting
function MatchStarting ()
[edit] NearSpot
simulated final function bool NearSpot (Object.Vector Spot)
[edit] PlayTeleportEffect
[edit] RenderOverlays
function RenderOverlays (Canvas Canvas)
[edit] ReplaceText
[edit] Reset
function Reset ()
[edit] SetDefaultDisplayProperties
function SetDefaultDisplayProperties ()
[edit] SetDisplayProperties
[edit] SetGRI
function SetGRI (GameReplicationInfo GRI)
[edit] StartInterpolation
simulated function StartInterpolation ()
[edit] TouchingActor
simulated final function bool TouchingActor (Actor A)
[edit] UntriggerEvent
[edit] UpdatePrecacheMaterials
simulated function UpdatePrecacheMaterials ()
[edit] UpdatePrecacheStaticMeshes
simulated function UpdatePrecacheStaticMeshes ()
