Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:DynamicSMActor (UDK)

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UDK Object >> Actor >> DynamicSMActor
Package: 
Engine
Direct subclasses:
DynamicSMActor_Spawnable, InterpActor, KActor, UTSimpleDestroyable
This class in other games:
UT3

DynamicSMActor. A non-static version of StaticMeshActor. This class is abstract, but used as a base class for things like KActor and InterpActor.

Properties[edit]

Property group 'DynamicSMActor'[edit]

bPawnCanBaseOn[edit]

Type: bool

If a Pawn can be 'based' on this KActor. If not, they will 'bounce' off when they try to.

Default value: True

bSafeBaseIfAsleep[edit]

Type: bool

Pawn can base on this KActor if it is asleep -- Pawn will disable KActor physics while based

LightEnvironment[edit]

Type: DynamicLightEnvironmentComponent

Modifiers: const, editconst


Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'

StaticMeshComponent[edit]

Type: StaticMeshComponent

Modifiers: const, editconst


Default value: StaticMeshComponent'StaticMeshComponent0'

Internal variables[edit]

bForceStaticDecals[edit]

Type: bool

Modifiers: repnotify

used to replicate StaticMeshComponent.bForceStaticDecals

ReplicatedMaterial[edit]

Type: MaterialInterface

Modifiers: repnotify

used to replicate the material in index 0

ReplicatedMesh[edit]

Type: StaticMesh

Modifiers: repnotify, transient

Used to replicate mesh to clients

ReplicatedMeshRotation[edit]

Type: Object.Rotator

Modifiers: repnotify


ReplicatedMeshScale3D[edit]

Type: Object.Vector

Modifiers: repnotify


ReplicatedMeshTranslation[edit]

Type: Object.Vector

Modifiers: repnotify

Extra component properties to replicate

Default values[edit]

Property Value
bEdShouldSnap True
bGameRelevant True
bPathColliding True
bShadowParented True
CollisionComponent StaticMeshComponent'StaticMeshComponent0'
CollisionType COLLIDE_CustomDefault
Components[0] DynamicLightEnvironmentComponent'MyLightEnvironment'
Components[1] StaticMeshComponent'StaticMeshComponent0'
RemoteRole ROLE_SimulatedProxy

Subobjects[edit]

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

No new values.

StaticMeshComponent0[edit]

Class: Engine.StaticMeshComponent

Property Value
BlockRigidBody False
LightEnvironment DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
ReplacementPrimitive None

Functions[edit]

Events[edit]

Attach[edit]

event Attach (Actor Other)

Overrides: Actor.Attach

If pawn is attached while asleep, turn off physics while pawn is on it

Detach[edit]

event Detach (Actor Other)

Overrides: Actor.Detach

If pawn is detached, turn back on physics (make sure no other pawns are based on it)

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Other instance functions[edit]

CanBasePawn[edit]

simulated function bool CanBasePawn (Pawn P)

Query to see if this DynamicSMActor can base the given Pawn

OnSetMaterial[edit]

function OnSetMaterial (SeqAct_SetMaterial Action)


OnSetMesh[edit]

function OnSetMesh (SeqAct_SetMesh Action)


SetLightEnvironmentToNotBeDynamic[edit]

simulated final function SetLightEnvironmentToNotBeDynamic ()

This will turn "off" the light environment so it will no longer update. This is useful for having a Timer call this once something has come to a stop and doesn't need 100% correct lighting.

SetStaticMesh[edit]

function SetStaticMesh (StaticMesh NewMesh, optional Object.Vector NewTranslation, optional Object.Rotator NewRotation, optional Object.Vector NewScale3D)