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Legacy:Actor/Structs

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Revision as of 06:36, 14 November 2002 by Wormbo (Talk | contribs)

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UT2003 :: Object >> Actor (Structs)

See Built-In Struct for more (and probably more useful) structs that can be used in Actor classes.

ActorRenderDataPtr

struct ActorRenderDataPtr { var int Ptr; };

AnimRep

Animation replication (can be used to replicate channel 0 anims for dumb proxies)

struct AnimRep
{
	var name AnimSequence; 
	var bool bAnimLoop;	
	var byte AnimRate;		// note that with compression, max replicated animrate is 4.0
	var byte AnimFrame;
	var byte TweenRate;		// note that with compression, max replicated tweentime is 4 seconds
};

BatchReference

struct BatchReference
{
	var int	BatchIndex,
			ElementIndex;
};

KBVect

Used to avoid compression.

struct KRBVec
{
	var float	X, Y, Z;
};

KRigidBodyState

struct KRigidBodyState
{
	var KRBVec	Position;
	var Quat	Quaternion;
	var KRBVec	LinVel;
	var KRBVec	AngVel;
};

LightRenderDataPtr

struct LightRenderDataPtr { var int Ptr; };

PointRegion

Identifies a unique convex volume in the world.

struct PointRegion
{
	var zoneinfo Zone;       // Zone.
	var int      iLeaf;      // Bsp leaf.
	var byte     ZoneNumber; // Zone number.
};

ProjectorRenderInfoPtr

struct ProjectorRenderInfoPtr { var int Ptr; };	// Hack to to fool C++ header generation...

StaticMeshProjectorRenderInfoPtr

struct StaticMeshProjectorRenderInfoPtr { var int Ptr; };