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UE3:KActor (UDK)

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UDK Object >> Actor >> DynamicSMActor >> KActor

Contents

Package: 
Engine
Direct subclasses:
GameKActorSpawnableEffect, KActorSpawnable, UTKActor, UTSD_SpawnedKActor
This class in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3


[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
Member Value
BlockingVolume True
Default True
EffectPhysics True
GameplayPhysics True
ReplacementPrimitive None
WireframeColor
Member Value
A 255
B 128
G 255
R 0

[edit] Functions

[edit] Native functions

[edit] GetKActorPhysMaterial

native final function PhysicalMaterial GetKActorPhysMaterial ()


[edit] ResolveRBState

native final function ResolveRBState ()

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

[edit] Events

[edit] Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


[edit] FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

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

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: DynamicSMActor.PostBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: DynamicSMActor.ReplicatedEvent


[edit] Reset

simulated event Reset ()

Overrides: Actor.Reset


[edit] SpawnedByKismet

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.

[edit] TakeDamage

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.

[edit] Other instance functions

[edit] ApplyImpulse

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


[edit] OnTeleport

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

[edit] OnToggle

simulated function OnToggle (SeqAct_Toggle action)

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

[edit] SetPhysicalCollisionProperties

simulated function SetPhysicalCollisionProperties ()


[edit] TakeRadiusDamage

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.