Mostly Harmless

UE3:KActor (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT3 Object >> Actor >> DynamicSMActor >> KActor

Contents

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

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
Member Value
Default True
EffectPhysics True
GameplayPhysics True
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] 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] 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)

Overrides: Actor.TakeRadiusDamage

Respond to radial damage as well.