Mostly Harmless
UE3:KActor (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> DynamicSMActor >> KActor |
- Package:
- Engine
- Direct subclasses:
- GameBreakableActor, KActorSpawnable, UTKActor, UTSD_SpawnedKActor
- This class in other games:
- U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004
| 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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'KActor'
[edit] bDamageAppliesImpulse
Type: bool
Default value: True
[edit] bWakeOnLevelStart
Type: bool
Modifiers: repnotify
[edit] Internal variables
[edit] AngErrorAccumulator
Type: float
Modifiers: native, const
[edit] bCurrentSlide
Type: bool
[edit] bSlideActive
Type: bool
[edit] DrawScaleX
Type: float
Modifiers: repnotify
replicated components of DrawScale3D
[edit] DrawScaleY
Type: float
Modifiers: repnotify
replicated components of DrawScale3D
[edit] DrawScaleZ
Type: float
Modifiers: repnotify
replicated components of DrawScale3D
[edit] ImpactEffectComponent
Type: ParticleSystemComponent
[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
[edit] InitialRotation
Type: Object.Rotator
[edit] LastImpactTime
Type: float
[edit] LastSlideTime
Type: float
[edit] RBState
Type: Actor.RigidBodyState
Modifiers: native, const
[edit] SlideEffectComponent
Type: ParticleSystemComponent
[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 |
| CollisionType | COLLIDE_CustomDefault |
| Physics | PHYS_RigidBody |
| SupportedEvents[3] | 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 |
|
||||||||||
| 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] 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] 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.
