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UE3:KActor (UDK)
Object >> Actor >> DynamicSMActor >> KActor |
Contents
- 1 Properties
- 1.1 Property group 'KActor'
- 1.2 Property group 'StayUprightSpring'
- 1.3 Internal variables
- 1.3.1 AngErrorAccumulator
- 1.3.2 bCurrentSlide
- 1.3.3 bDisableClientSidePawnInteractions
- 1.3.4 bNeedsRBStateReplication
- 1.3.5 bSlideActive
- 1.3.6 ImpactEffectComponent
- 1.3.7 ImpactEffectInfo
- 1.3.8 ImpactSoundComponent
- 1.3.9 ImpactSoundComponent2
- 1.3.10 InitialLocation
- 1.3.11 InitialRotation
- 1.3.12 LastImpactTime
- 1.3.13 LastSlideTime
- 1.3.14 RBState
- 1.3.15 ReplicatedDrawScale3D
- 1.3.16 SlideEffectComponent
- 1.3.17 SlideEffectInfo
- 1.3.18 SlideSoundComponent
- 1.4 Default values
- 1.5 Subobjects
- 2 Functions
- Package:
- Engine
- Direct subclasses:
- GameKActorSpawnableEffect, KActorSpawnable, UTKActor, UTSD_SpawnedKActor
- This class in other games:
- U2XMP, UT2004, UT2003, U2, UE2Runtime, UT3
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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 |
|
||||||||||
ReplacementPrimitive | None | ||||||||||
WireframeColor |
|
Functions[edit]
Native functions[edit]
GetKActorPhysMaterial[edit]
ResolveRBState[edit]
Forces the resolve the RBState regardless of wether the actor is sleeping
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
FellOutOfWorld[edit]
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
PostBeginPlay[edit]
Overrides: DynamicSMActor.PostBeginPlay
ReplicatedEvent[edit]
Overrides: DynamicSMActor.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset
SpawnedByKismet[edit]
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]
Overrides: Actor.TakeDamage
Default behaviour when shot is to apply an impulse and kick the KActor.
Other instance functions[edit]
ApplyImpulse[edit]
OnTeleport[edit]
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]
If this KActor receives a Toggle ON event from Kismet, wake the physics up.
SetPhysicalCollisionProperties[edit]
TakeRadiusDamage[edit]
Overrides: Actor.TakeRadiusDamage
Respond to radial damage as well.