I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE3:KActor (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> DynamicSMActor >> KActor
Package: 
Engine
Direct subclasses:
GameKActorSpawnableEffect, KActorSpawnable, UTKActor, UTSD_SpawnedKActor
This class in other games:
U2XMP, UT2004, UT2003, U2, UE2Runtime, UT3


Properties[edit]

Property group 'KActor'[edit]

bDamageAppliesImpulse[edit]

Type: bool


Default value: True

bLimitMaxPhysicsVelocity[edit]

Type: bool

If TRUE limit the maximum speed this object can move.

bWakeOnLevelStart[edit]

Type: bool

Modifiers: repnotify


MaxPhysicsVelocity[edit]

Type: float

If bLimitMaxPhysicsVelocity is TRUE, this is how fast the object can move.

Default value: 350.0

Property group 'StayUprightSpring'[edit]

bEnableStayUprightSpring[edit]

Type: bool

Enable 'Stay upright' torque, that tries to keep Z axis of KActor pointing along world Z

StayUprightMaxTorque[edit]

Type: float

Max torque that can be applied to try and keep KActor horizontal

Default value: 1500.0

StayUprightTorqueFactor[edit]

Type: float

Torque applied to try and keep KActor horizontal.

Default value: 1000.0

Internal variables[edit]

AngErrorAccumulator[edit]

Type: float

Modifiers: native, const


bCurrentSlide[edit]

Type: bool


bDisableClientSidePawnInteractions[edit]

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

bNeedsRBStateReplication[edit]

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

bSlideActive[edit]

Type: bool


ImpactEffectComponent[edit]

Type: ParticleSystemComponent


ImpactEffectInfo[edit]

Type: Actor.PhysEffectInfo


ImpactSoundComponent[edit]

Type: AudioComponent


ImpactSoundComponent2[edit]

Type: AudioComponent

TODO: This could be turned into a dynamic array; but for the moment just 2 will do.

InitialLocation[edit]

Type: Object.Vector

Modifiers: transient


InitialRotation[edit]

Type: Object.Rotator

Modifiers: transient


LastImpactTime[edit]

Type: float


LastSlideTime[edit]

Type: float


RBState[edit]

Type: Actor.RigidBodyState

Modifiers: native, const


ReplicatedDrawScale3D[edit]

Type: Object.Vector

Modifiers: repnotify

replicated version of DrawScale3D

Default value:

Member Value
X 1000.0
Y 1000.0
Z 1000.0

SlideEffectComponent[edit]

Type: ParticleSystemComponent


SlideEffectInfo[edit]

Type: Actor.PhysEffectInfo


SlideSoundComponent[edit]

Type: AudioComponent


Default values[edit]

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

Subobjects[edit]

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: DynamicSMActor.MyLightEnvironment

No new values.

StaticMeshComponent0[edit]

Class: Engine.StaticMeshComponent

Inherits from: DynamicSMActor.StaticMeshComponent0

Property Value
BlockRigidBody True
RBChannel RBCC_GameplayPhysics
RBCollideWithChannels
Member Value
BlockingVolume True
Default True
EffectPhysics True
GameplayPhysics True
ReplacementPrimitive None
WireframeColor
Member Value
A 255
B 128
G 255
R 0

Functions[edit]

Native functions[edit]

GetKActorPhysMaterial[edit]

native final function PhysicalMaterial GetKActorPhysMaterial ()


ResolveRBState[edit]

native final function ResolveRBState ()

Forces the resolve the RBState regardless of wether the actor is sleeping

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: DynamicSMActor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: DynamicSMActor.ReplicatedEvent


Reset[edit]

simulated event Reset ()

Overrides: Actor.Reset


SpawnedByKismet[edit]

simulated event SpawnedByKismet ()

Overrides: Actor.SpawnedByKismet

Makes sure these properties get set up on spawned meshes. Factories do not set the mesh before PostBeginPlay is called.

TakeDamage[edit]

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

Default behaviour when shot is to apply an impulse and kick the KActor.

Other instance functions[edit]

ApplyImpulse[edit]

function ApplyImpulse (Object.Vector ImpulseDir, float ImpulseMag, Object.Vector HitLocation, optional Actor.TraceHitInfo HitInfo)


OnTeleport[edit]

simulated function OnTeleport (SeqAct_Teleport inAction)

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

OnToggle[edit]

simulated function OnToggle (SeqAct_Toggle action)

If this KActor receives a Toggle ON event from Kismet, wake the physics up.

SetPhysicalCollisionProperties[edit]

simulated function SetPhysicalCollisionProperties ()


TakeRadiusDamage[edit]

simulated function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent)

Overrides: Actor.TakeRadiusDamage

Respond to radial damage as well.