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UE3:KActor (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> DynamicSMActor >> KActor |
- Package:
- Engine
- Direct subclasses:
- GameKActorSpawnableEffect, KActorSpawnable, UTKActor, UTSD_SpawnedKActor
- This class in other games:
- U2, U2XMP, UE2Runtime, 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. |
[edit] Properties
[edit] Property group 'KActor'
[edit] bDamageAppliesImpulse
Type: bool
Default value: True
[edit] bLimitMaxPhysicsVelocity
Type: bool
If TRUE limit the maximum speed this object can move.
[edit] bWakeOnLevelStart
Type: bool
Modifiers: repnotify
[edit] MaxPhysicsVelocity
Type: float
If bLimitMaxPhysicsVelocity is TRUE, this is how fast the object can move.
Default value: 350.0
[edit] Property group 'StayUprightSpring'
[edit] bEnableStayUprightSpring
Type: bool
Enable 'Stay upright' torque, that tries to keep Z axis of KActor pointing along world Z
[edit] StayUprightMaxTorque
Type: float
Max torque that can be applied to try and keep KActor horizontal
Default value: 1500.0
[edit] StayUprightTorqueFactor
Type: float
Torque applied to try and keep KActor horizontal.
Default value: 1000.0
[edit] Internal variables
[edit] AngErrorAccumulator
Type: float
Modifiers: native, const
[edit] bCurrentSlide
Type: bool
[edit] bDisableClientSidePawnInteractions
Type: bool
Set TRUE to disable collisions with Pawn rigid bodies on clients. Set this to true if using optimizations that could cause the server to miss or ignore contacts that the client might dtect with this KActor, which could cause vibration, rubberbanding, and general visual badness.
Default value: True
[edit] bNeedsRBStateReplication
Type: bool
Modifiers: transient
whether we need to replicate RBState - used to avoid it for bNoDelete KActors that haven't moved or been awakened yet as in that case the client should already have the same data
[edit] bSlideActive
Type: bool
[edit] ImpactEffectComponent
Type: ParticleSystemComponent
[edit] ImpactEffectInfo
Type: Actor.PhysEffectInfo
[edit] ImpactSoundComponent
Type: AudioComponent
[edit] ImpactSoundComponent2
Type: AudioComponent
TODO: This could be turned into a dynamic array; but for the moment just 2 will do.
[edit] InitialLocation
Type: Object.Vector
Modifiers: transient
[edit] InitialRotation
Type: Object.Rotator
Modifiers: transient
[edit] LastImpactTime
Type: float
[edit] LastSlideTime
Type: float
[edit] RBState
Type: Actor.RigidBodyState
Modifiers: native, const
[edit] ReplicatedDrawScale3D
Type: Object.Vector
Modifiers: repnotify
replicated version of DrawScale3D
Default value:
| Member | Value |
|---|---|
| X | 1000.0 |
| Y | 1000.0 |
| Z | 1000.0 |
[edit] SlideEffectComponent
Type: ParticleSystemComponent
[edit] SlideEffectInfo
Type: Actor.PhysEffectInfo
[edit] SlideSoundComponent
Type: AudioComponent
[edit] Default values
| Property | Value |
|---|---|
| bAlwaysRelevant | True |
| bBlockActors | True |
| bBlocksNavigation | True |
| bBlocksTeleport | True |
| bCollideActors | True |
| bNetInitialRotation | True |
| bNoDelete | True |
| bNoEncroachCheck | True |
| bPawnCanBaseOn | False |
| bProjTarget | True |
| bSafeBaseIfAsleep | True |
| bUpdateSimulatedPosition | True |
| Physics | PHYS_RigidBody |
| SupportedEvents[4] | Class'Engine.SeqEvent_RigidBodyCollision' |
| TickGroup | TG_PostAsyncWork |
[edit] Subobjects
[edit] MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: DynamicSMActor.MyLightEnvironment
No new values.
[edit] StaticMeshComponent0
Class: Engine.StaticMeshComponent
Inherits from: DynamicSMActor.StaticMeshComponent0
| Property | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| BlockRigidBody | True | ||||||||||
| RBChannel | RBCC_GameplayPhysics | ||||||||||
| RBCollideWithChannels |
|
||||||||||
| ReplacementPrimitive | None | ||||||||||
| WireframeColor |
|
[edit] Functions
[edit] Native functions
[edit] GetKActorPhysMaterial
[edit] ResolveRBState
Forces the resolve the RBState regardless of wether the actor is sleeping
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] FellOutOfWorld
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
[edit] PostBeginPlay
Overrides: DynamicSMActor.PostBeginPlay
[edit] ReplicatedEvent
Overrides: DynamicSMActor.ReplicatedEvent
[edit] Reset
Overrides: Actor.Reset
[edit] SpawnedByKismet
Overrides: Actor.SpawnedByKismet
Makes sure these properties get set up on spawned meshes. Factories do not set the mesh before PostBeginPlay is called.
[edit] TakeDamage
Overrides: Actor.TakeDamage
Default behaviour when shot is to apply an impulse and kick the KActor.
[edit] Other instance functions
[edit] ApplyImpulse
[edit] OnTeleport
Overrides: Actor.OnTeleport
Called upon receiving a SeqAct_Teleport action. Grabs the first destination available and attempts to teleport this actor.
Parameters:
- inAction - teleport action that was activated
[edit] OnToggle
If this KActor receives a Toggle ON event from Kismet, wake the physics up.
[edit] SetPhysicalCollisionProperties
[edit] TakeRadiusDamage
Overrides: Actor.TakeRadiusDamage
Respond to radial damage as well.
