I don't need to test my programs. I have an error-correcting modem.

Legacy:Land Of The Dead/Actor

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Maximum step height walkable by Pawns
Minimum Z value for floor normal. Anything that's less, isn't a walkable floor. (0.7 corresponds to about 45 degree angle for floor)


vector Acceleration 
Actor's movement acceleration
ActorRenderDataPtr ActorRenderData 
array<Actor> Attached 
Array of actors attached to this actor.
name AttachmentBone 
Name of bone to which actor is attached
bool bAlwaysRelevant 
When true, this Actor will be Always relevant for network.
bool bAlwaysTick 
Update even when players-only is turned on.
bool bAlwaysZeroBoneOffset 
If true, offset always zero when attached to skeletalmesh.
bool bAnimByOwner 
Animation dictated by owner.
Actor Base 
Actor we're standing on, or attached to with SetBase
bool bCanBeDamaged 
Can take damage. (this doesn't seem to be used much, a lot of actors implement their own Can Damage functions)
bool bClientAnim 
Don't replicate any animations - animation done client-side.
bool bClientDemoNetFunc 
True if we're client-side demo recording and this call originated from the remote.
bool bClientDemoRecording 
True if we are currently recording a client-side demo.
bool bCompressedPosition 
Used by networking code to flag compressed position replication.
bool bDeleteMe 
This is set true for items that have had Destroy() called, but are not completely destroyed yet.
bool bDemoOwner 
Demo recording driver owns this actor.
bool bDemoRecording 
True we are currently demo recording.
bool bDestroyInPainVolume 
Destroy this actor if it enters a pain volume.
bool bDisturbFluidSurface 
Cause ripples when in contact with FluidSurface.
bool bEdSnap 
Should snap to grid in UnrealEd.
bool bHurtEntry 
This is a hack to keep HurtRadius from being reentrant, Epic probably should've used singular here, but I'm guessing singular didn't exist when they wrote that code.
bool bIgnoreOutOfWorld 
Don't destroy if enters zone zero.
bool bInterpolating 
Performing interpolating.
bool bJustTeleported 
Used by engine physics - not valid for scripts.
bool bLightChanged 
Set by the Editor to determine if this actor's lighting properties have been changed (for Build Changed Lighting)
bool bNetDirty 
Set true when any replicated variable is set in Unrealscript, mostly used in Replication block conditions
bool bNetInitial 
True for the initial network update.
bool bNetInitialRotation 
Should replicate initial rotation.
bool bNetNotify 
The actor wishes to be notified of replication events. The actor gets the simulated function PostNetReceive() called whenever replication occurs, e.g. in Ammunition whenever AmmoAmount gets changed.
bool bNetOwner 
Player owns this actor. (Used mainly in replication blocks)
bool bNetRelevant 
Actor is currently relevant. Only valid server side, only when replicating variables.
bool bNetTemporary 
Tear-off simulation in network play.
bool bNoRepMesh 
Don't replicate mesh.
bool bObsolete 
Actor is obsolete - warn level designers to remove it.
bool bOnlyAffectPawns 
Optimisation - only test ovelap against pawns. Used for influences etc.
bool bOnlyDirtyReplication 
If true, only replicate actor if bNetDirty is true - useful if no C++ changed attributes (such as physics)
bool bOnlyDrawIfAttached 
Don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched).
bool bOnlyOwnerSee 
Only owner can see this actor.
bool bOnlyRelevantToOwner 
This actor is only relevant to its owner.
bool bOrientOnSlope 
When landing, orient base on slope of floor.
bool bOwnerNoSee 
Everything but the owner can see this actor.
bool bPathTemp 
Internal/path building.
bool bPendingDelete 
Set when actor is about to be deleted (since endstate and other functions called during deletion process before bDeleteMe is set).
bool bRepClientDemo 
True if remote client is recording demo.
bool bReplicateAnimations 
Should replicate SimAnim.
bool bReplicateInstigator 
Replicate instigator to client (used by bNetTemporary projectiles).
bool bReplicateMovement 
If true, replicate movement/location related properties.
model Brush 
Brush if DrawType=DT_Brush.
bool bScriptInitialized 
Set to prevent re-initializing of actors spawned during level startup
bool bSelected 
Selected in UnrealEd.
bool bShowOctreeNodes 
bool bSkipActorPropertyReplication 
If true, don't replicate actor class variables for this actor.
bool bTearOff 
If true, this actor is no longer replicated to new clients, and is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.
bool bTempEditor 
bool bTicked 
Actor has been updated.
bool bTimerLoop 
Timer loops (else is one-shot).
bool bTrailerAllowRotation 
If PHYS_Trailer and want independent rotation control.
bool bTrailerPrePivot 
If PHYS_Trailer and true, offset from owner by PrePivot.
bool bTrailerSameRotation 
If PHYS_Trailer and true, have same rotation as owner.
bool bTravel 
Actor is capable of travelling among servers.
bool bUpdateSimulatedPosition 
f true, update velocity/location after initialization for simulated proxies.
bool bWasSNFiltered 
Mainly for debugging - the way this actor was inserted into Octree.
bool bWorldGeometry 
Collision and Physics treats this actor as world geometry.
Matrix CachedLocalToWorld 
vector CachedLocation 
Rotator CachedRotation 
int CollisionTag 
vector ColLocation 
Actor's old location one move ago. Only for debugging.
actor Deleted 
Next actor in just-deleted chain.
Matrix HardRelMatrix 
Transform of actor in base's ref frame. Doesn't change after SetBase.
Pawn Instigator 
Pawn responsible for damage caused by this actor.
Inventory Inventory 
Inventory chain.
int JoinedTag 
int KStepTag 
float LastRenderTime 
Last time this actor was rendered.
float LatentFloat 
Internal latent function use.
array<int> Leaves 
BSP leaves this actor is in.
LevelInfo Level 
Level this actor is on.
LightRenderDataPtr LightRenderData 
MeshInstance MeshInstance 
Mesh instance.
class<LocalMessage> MessageClass 
array<timerStruct> MultiTimers 
Used internally by the Land of the Dead SetMultiTimer() native function
float NetPriority 
Higher priorities means update it more frequently.
int NetTag 
float NetUpdateFrequency 
How many net updates per seconds.
float NetUpdateTime 
Time of last update
Box OctreeBox 
Actor bounding box cached when added to Octree. Internal use only.
vector OctreeBoxCenter 
vector OctreeBoxRadii 
array<int> OctreeNodes 
Array of nodes of the octree Actor is currently in. Internal use only.
Actor Owner 
Owner actor, usually set in Spawn()
Actor PendingTouch 
Actor touched during move which wants to add an effect after the movement completes.
PhysicsVolume PhysicsVolume 
physics volume this actor is currently in.
array<ProjectorRenderInfoPtr> Projectors 
Projected textures on this actor.
PointRegion Region 
Region this actor is in.
vector RelativeLocation 
Location relative to base/bone (valid if base exists).
rotator RelativeRotation 
Rotation relative to base/bone (valid if base exists)
ENetRole RemoteRole 
Default Replication role
int RenderRevision 
Material RepSkin 
Replicated skin, covers all material slots, as far as I can tell
ENetRole Role 
Net Role used in Replication
AnimRep SimAnim 
Only replicated if bReplicateAnimations is true
EFilterState StaticFilterState 
StaticMeshInstance StaticMeshInstance 
Contains per-instance static mesh data, like static lighting data.
array<StaticMeshProjectorRenderInfoPtr> StaticMeshProjectors 
array<BatchReference> StaticSectionBatches 
float TimerCounter 
Counts up until it reaches TimerRate.
float TimerRate 
Timer event, 0=no timer.
array<Actor> Touching 
List of touching actors.
Level XLevel 
Level object.


string ActionableMessage 
A message to display to a player when near the object
int iActionablePriority 
Priority if near several Actionable objects
int iActionableRadius 
Radius to be Actionable within


bool bCanTeleport 
This actor can be teleported. This property must be True for Teleporters to notice the actor.
bool bCollideWhenPlacing 
The actor will collide with world geometry when placed.
bool bDirectional 
Whether the editor should display an arrow to show the actor's current rotation. This has no effect in the game.
bool bEdShouldSnap 
Snap to grid in the editor.
bool bGameRelevant 
Mutators will not receive CheckReplacement and AlwaysKeep calls for the actor if this property is True.
bool bHidden 
Specifies, whether the actor is invisible in the game. This property has no effect in the editor.
bool bHiddenEd 
The actor is hidden in the editor. This has no effect in the game.
bool bHiddenEdGroup 
The actor is hidden in the Group Browser. This has no effect in the editor viewports or in the game.
bool bHighDetail 
The actor only shows up in high or super high detail mode.
bool bLockLocation 
Prevent the actor from being moved in the editor.
bool bMovable 
Actor can be moved.
bool bNoDelete 
Specifies, that the actor can't be spawned or destroyed during the game.
bool bShouldBaseAtStartup 
The actor tries to find another actor for its Base at level startup if its Physics property is set to either PHYS_None or PHYS_Rotating.
bool bStasis 
In standalone (i.e. single player, e.g. Instant Action) games this actor should be turned off if it's not in a recently rendered zone. It will only be turned off when its Physics mode is PHYS_None or PHYS_Rotating.
bool bSuperHighDetail 
The actor only shows up in super high detail mode.
float LifeSpan 
Specifies how long the actor will exist. This value is constantly decreased and the actor will be destroyed when it reaches 0. In this case the actor's Expired method is executed. An initial LifeSpan of 0 or explicitely setting the LifeSpan to 0 from UnrealScript disables the actor's "destruction timer". Setting it to a value greater 0 from UnrealScript enables it and the Actor will be destroyed after that time unless LifeSpan is set to 0 again before it expired.


bool bStatic 
Does not move or change over time. Don't let L.D.s change this - screws up net play.


bool bAutoAlignToTerrain 
Auto-align to terrain in the editor.
bool bBlockActors 
Blocks other nonplayer actors.
bool bBlockKarma 
Block actors being simulated with Karma.
bool bBlockNonZeroExtentTraces 
Block non-zero extent actors/traces.
bool bBlockPlayers 
The comment for this says "OBSOLETE - no longer used", but it seems to be quite required if you want something to block player movement. Anyone have ideas?
bool bBlockZeroExtentTraces 
Block zero extent actors/traces, such as normal bullet fire, and any regular Trace() calls
bool bCollideActors 
Collides with other actors.
bool bCollideWorld 
Collides with the world.
bool bPathColliding 
This actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building).
bool bProjTarget 
Projectiles will Explode() when touching an actor with bProjTarget = True
bool bUseCylinderCollision 
Force axis aligned cylinder collision (useful for static mesh pickups, etc.).
float CollisionHeight 
Half-height cyllinder.
float CollisionRadius 
Radius of collision cyllinder.


byte AmbientGlow 
Ambient brightness, or 255=pulsing.

EricBlade: Pulsing? Anyone ever see that?

ConvexVolume AntiPortal 
Convex volume used for DT_AntiPortal.
bool bAcceptsProjectors 
Projectors can project onto this actor.
bool bDisableSorting 
Manual override for translucent material sorting.
bool bShadowCast 
Used in the editor to determine if this actor should be considered when drawing shadows
bool bStaticLighting 
Uses raytraced lighting.
bool bUnlit 
Lights don't affect actor, it will be displayed at it's full brightness.
bool bUseDynamicLights 
If true, Dynamic lights will shine on this actor
bool bUseLightingFromBase 
Use Unlit/AmbientGlow from Base.
float CullDistance 
0=no distance cull, < 0 only drawn at distance > 0 cull at distance.
float DrawScale 
Scaling factor, 1.0=normal size.
vector DrawScale3D 
Scaling vector, (1.0,1.0,1.0)=normal size. Use negative numbers to mirror the actor along the axis that is negative. NOTE: In most actors, DrawScale3D is NOT replicated, so it's pretty much useless in net play!
EDrawType DrawType 
Internal enum representing what type of thing to display here, Mesh, StaticMesh, etc
name ForcedVisibilityZoneTag 
Makes the visibility code treat the actor as if it was in the zone with the given tag.
float LODBias 
byte MaxLights 
Limit to hardware lights active on this primitive.
mesh Mesh 
Mesh if DrawType=DT_Mesh.
vector PrePivot 
Offset from box center for drawing.
float ScaleGlow 
Similar to AmbientGlow, not quite sure how it differs
array<Material> Skins 
Multiple skin support - not replicated. Overrides the default materials of a mesh or static mesh
StaticMesh StaticMesh 
StaticMesh if DrawType=DT_StaticMesh
ERenderStyle Style 
Style for rendering sprites, meshes.
Material Texture 
Sprite texture. If DrawType=DT_Sprite


bool bHasHandlers 
If this is set, TriggerEx() will be called to handle events, to deal with LOTD's custom multi-event system
name Event 
The event this actor causes.
array<EventHandlerMapping> EventBindings 
Used to create a list of Events that this actor will respond to, used in conjunction with bHasHandlers
name Tag 
Actor's tag name.


float ForceRadius 
Radius that forces are applied to Emitters that have Forces enabled
float ForceScale 
Scale to apply to forces
EForceType ForceType 
Type of force to apply to particles that are force enabled


KarmaParamsCollision KParams 
Parameters for Karma Collision/Dynamics.


float LightBrightness 
Brightness of light this actor is to emit
byte LightHue 
Hue for light this actor is to emit
byte LightSaturation 
Saturation for light this actor is to emit


bool bActorShadows 
Light casts actor shadows.
bool bCorona 
Light uses Skin[0] as a corona.
bool bDynamicLight 
This light is dynamic.
bool bLightingVisibility 
Calculate lighting visibility for this actor with line checks.
bool bSpecialLit 
Only affects special-lit surfaces.
byte LightCone 
Used with LT_SpotLight effect to determine the size of the spot cone
ELightEffect LightEffect 
byte LightPeriod 
Used with some of the dynamic LightEffects
byte LightPhase 
Used with some of the dynamic LightEffects
float LightRadius 
Radius for lights to affect, note this has nothing to do with Unreal units, or any other known direct measurement.
ELightType LightType 


name AttachTag 
Attach this actor's movement to the mover with the specified Tag set - note that LOTD suffers from an apparent engine bug that makes this a real bear to get working in netplay.
bool bBounce 
Bounces when hits ground fast.
bool bFixedRotationDir 
Fixed direction of rotation.
bool bHardAttach 
Uses 'hard' attachment code. bBlockActor and bBlockPlayer must also be false.

This actor cannot then move relative to base (setlocation etc.).
bool bIgnoreEncroachers 
Ignore collisions between movers and this actor.
bool bRotateToDesired 
Rotate to DesiredRotation.
float Buoyancy 
Water buoyancy.
rotator DesiredRotation 
Physics will smoothly rotate actor to this rotation if bRotateToDesired.
vector Location 
Actor's location; use SetLocation() to set.
float Mass 
Mass of this actor.
EPhysics Physics 
The type of Physics in use for this actor
rotator Rotation 
Actor's rotation
rotator RotationRate 
Change in rotation per second.
vector Velocity 
Actor's velocity


int DebugFlags 
name Group 
The Group this actor is in within the Editor
name InitialState 
Initial code state to start in


sound AmbientSound 
Ambient sound effect.
bool bFullVolume 
Whether to apply ambient attenuation.
ESoundOcclusion SoundOcclusion 
Sound occlusion approach.
byte SoundPitch 
Sound pitch shift, 64.0=none.
float SoundRadius 
Radius of ambient sound. (It will be audible out to SoundRadius * 100 UU from this actor)
byte SoundVolume 
Volume of ambient sound.
float TransientSoundRadius 
Default sound radius for regular sounds (can be overridden in playsound).
float TransientSoundVolume 
Default sound volume for regular sounds (can be overridden in playsound).



Low detail mode
High detail mode
Super High detail mode


Double click move direction.

Used to remember the dodging state of a player. This will be reset to DCLICK_None when the player lands.
These are not used in LOTD.

No dodging move started.

In dodging move.

Dodging move done.


The DrawType enumneration sets how the actor displays. Some of these options work with another property to set what is displayed.


The actor isn't displayed at all. bHidden instead in most cases because it will allow the actor to still show up in UnrealEd.


Display a sprite with the material set in the Texture property.


Display the mesh set in the Mesh property.


Only for Brush classes.





Like DT_Sprite, but plays an animated texture's animation at a speed that plays the animation exactly once during the LifeSpan of the actor.


Display the static mesh set in the StaticMesh property.



Used by particle effect actors (Emitter, xEmitter, xWeatherEffect) and xProcMeshes.


Used for Antiportals.


Used by FluidSurfaceInfos. See Fluid Surfaces.




Actor does not apply forces
Actor drags particles with it, if the particle emitter is set to use Forces


Actor killZ will be killed with no damage type
Actor killZ will be killed with Lava damage type
Actor KillZ will be killed with Suicide damage type


Spatial light effect to use.



Light modulation.



Music transitions.



Net variables.


This means that none of the actor's attributes will not be replicated at all. Examples for this kind of actors are the GameInfo, Mutators and GameRules as well as some explosion effects and decals in UT. Note that Actor's with this role can still be instantiated on network game clients if spawned from the right function. For example if an Actor with ROLE_None is instantiated from a simulated event PostBeginPlay() function it will be created on both the server and the client as this function is invoked on both. However the server-side Actor and the client-side Actor are two completely independant entities. This means that destroying the actor on the server will not destroy the actor on the client (and vice-versa).

The actor is replicated, but can't execute any functions on the remote side. It will update when variables are replicated to it but will not attempt to interpolate.

The actor is replicated and may execute simulated functions and simulated state code on the remote side. Often this kind of actor simulates its behavior based on initially replicated properties without (much) further "help" from the server.


Autonomous proxies come with some more magic built-in. They are basically simulated proxies, but may execute simulated and non-simulated functions on the client owning/controlling this actor (only on that client!).
In UT only PlayerPawns are autonomous proxies, in UT2003 only PlayerControllers are. Every other client sees them as a regular simulated proxy. Player-controlled actors, such as the guided redeemer missile (GuidedWarshell in UT or RedeemerWarhead in UT2003) are autonomous proxies on the controlling player's client, too.


All functions can be executed. This role is only allowed on the machine the actor was spawned on. All actors on the server or in standalone games have Role== ROLE_Authority. Never manually set the RemoteRole on the authorative version of an actor or the Role on a replicated version of the actor to this value.


Actor's PhysicsType is set in the Physics property. Use the SetPhysics() method to change.

(new in UT2003)

Automatically applies the gravity of the current zone. Pawn-set acceleration in the Z direction is ignored.

The Pawn or Actor can move independantly from gravity. Velocity on the Z axis is ignored.

This is is a fun Physics type. When you an actors physics to PHYS_Hovering, it, er, hovers a few UU off the ground. If you do this to an xPawn, for example, it will act kind of like a hovercraft. Friction is reduced (so you slide around, and slide down ramps), and if you go at speed up an incline you can do some massive jumps.

Used in conjunction with bInterpolating in Actor. Seems to also use the PhysRate and PhysAlpha parameters. Seems to be a leftover from the pre-Matinee days.

Signals an Actor is to be effected by the Karma engine.

This is used for dead pawns.

Applies to an Actor when they are climbing a ladder.

Used for Movers

No native physics code is applied.

Uses velocities on all 3 axes but DOES NOT use the current Zone's ZoneGravity and ZoneFluidFriction members to adjust velocity. This means that actors with a velocity are not affected by gravity or friction. Actors with this physics setting do not have any freedom of movement.

(removed in UT2003)

(new in UT2003)

Only rotation changes. Location doesn't change. If bRotateToDesired is false, then the Actor rotates according to RotationRate. If bRotateToDesired is true, then the Actor rotates to the rotation specified by DesiredRotation at the speed specified by RotationRate.

Similar to PHYS_Walking except it applies to an Actor against any surface, not just a "ground" surface. An Actor in PHYS_Spider will move against a horizontal or vertical surface just like in PHYS_Walking. When the end of the surface is reached the Pawn will be set to PHYS_Falling. PHYS_Spider only works on one plane, it will not allow a Pawn to move across perpendicular walls.

Similar to PHYS_Flying, but also take the zone's FluidFriction into account.

Used to set an Actor to follow its Owner. An Actor set this way has no physics of its own, (*including collision) and simply follow their Owner around. NOTE: There are two settings in the Actor class which can specify the actions of a PHYS_Trailer. First is bTrailerPrePivot, which, when set to True, causes the Actor in PHYS_Trailer to be positioned away from its Owner by the vector value set in PrePivot. If not set or left at 0, the Actor in PHYS_Trailer will have the same location as its Owner. Secondly, there is bTrailerSameRotation, which causes the Actor in PHYS_Trailer to have the same Rotation as its Owner no matter where it is.

Native physics code for Pawn class only. Applies all the things that make a pawn move around on the ground. Must have a Base set, without a Base to walk on, this turns to PHYS_Falling.


Style for rendering sprites, meshes.



Sound occlusion

Objects between this Actor and Player do not affect sound
BSP between this Actor and Player affects sounds
StaticMeshes between Actor and Player affects sounds


Generic sound slot, any sound played in this slot should play, even if sound is already playing. All other slots are one sound at a time.
Misc. sounds
Pain sounds
Interaction with the world sounds
Ambient Noise
User Interface sounds


Travelling from server to server.

Travel to absolute URL
Partial travel (carry name, reset server) ?
Relative URL



int Ptr 


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

byte AnimFrame 
byte AnimRate 
note that with compression, max replicated animrate is 4.0
name AnimSequence 
bool bAnimLoop 
byte TweenRate 
note that with compression, max replicated tweentime is 4 seconds


int BatchIndex 
int ElementIndex 



Name EventName 
Name HandledBy 


float X 
float Y 
float Z 


KRBVec AngVel 
KRBVec LinVel 
KRBVec Position 
Quat Quaternion 


int Ptr 


Identifies a unique convex volume in the world.

int iLeaf 
Bsp leaf.
zoneinfo Zone 
byte ZoneNumber 
Zone Number.


Hack to to fool C++ header generation...

int Ptr 


int Ptr 


byte bLooping 
int slotID 
float TimerCounter 
float TimerRate 


AllActors(class<actor> BaseClass, out actor Actor, optional name MatchTag )
Avoid using AllActors() too often as it iterates through the whole actor list and is therefore slow.
AnimBlendParams(int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose )
AnimBlendToAlpha(int Stage, float TargetAlpha, float TimeInterval )
bool AnimIsInGroup(int Channel, name GroupName )
bool AttachToBone(actor Attachment, name BoneName )
Attach the specified Attachment actor to the specified BoneName bone of this Actor
AutonomousPhysics(float DeltaSeconds )
BasedActors(class<actor> BaseClass, out actor Actor )
Returns all actors based on the current actor (slow, like AllActors)
BecomeViewTarget( )
Called by PlayerController when this actor becomes its ViewTarget.
BoneRefresh( )
You want to call this when bringing a Skeletal actor into the world to avoid it going into it's refpose for no obvious reason.
bool CanSplash( )
ChildActors(class<actor> BaseClass, out actor Actor )
ChildActors() returns all actors owned by this actor. Slow like AllActors()
Clock(out float time )
This is called at the beginning of a section of code to be timed. The variable time does not need to be initialized. Call Unclock() with the same variable you passed to Clock() to get the timer results
CollidingActors(class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )
CollidingActors() returns colliding (bCollideActors==true) actors within a certain radius.
string ConsoleCommand(string Command )
Execute a console command in the context of the current level and game engine.
CopyMaterialsToSkins( )
Native function unique to LOTD, copies the default Materials into the Skins[] override array
DebugClock( )
DebugUnclock( )
bool Destroy( )
Destroy this actor. Returns true if destroyed, false if indestructable.
bool DetachFromBone(actor Attachment )
Remove the specified Actor, from whatever it is attached to. It is presumed that it would be attached to THIS actor, but that is apparently not a requirement.
DisplayDebug(Canvas Canvas, out float YL, out float YPos )
List important actor variable on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used.
DoActionableAction(Controller InstigatingController )
Called whenever a player presses the Action button within this actor's ActionableRadius
DrawDebugLine(vector LineStart, vector LineEnd, byte R, byte G, byte B )
SLOW! Use for debugging only!
DynamicActors(class<actor> BaseClass, out actor Actor, optional name MatchTag )
DynamicActors() only iterates through the non-static actors on the list (still relatively slow, but much better than AllActors). This should be used in most cases and replaces AllActors in many situations
bool EffectIsRelevant(vector SpawnLocation, bool bForceDedicated )
This should be called by effects to see if they should play. The original game doesn't use it much at all, but you probably should.
EnableChannelNotify(int Channel, int Switch )
Error(coerce string S )
Handle an error and kill this one actor.
bool FastTrace(vector TraceEnd, optional vector TraceStart )
Similar to trace, this one returns true if it hits the world geometry, false if it is not long enough. It will pass right through anything that is not set as world geometry.
FilterStateDirty( )
FinishAnim(optional int Channel )
Latent function that will return when all Animation (or within the specified Channel) is completed
FinishInterpolation( )
bool ForceFeedbackSupported(optional bool Enable )
Without parameters this will return the state of Force Feedback support, with a True parameter, it will enable Force Feedback
FreezeAnimAt(float Time, optional int Channel )
Hold an animation on the specified channel at the specified time frame.
string GetActionableMessage(Controller InstigatingController )
Called in any object when a Player is within it's ActionableRadius to determine what to print on the Player's screen to notify them that they can use the object for something
int GetActionablePriority(Controller InstigatingController )
Called in any object when a Player is within it's ActionableRadius to determine what Actor's GetActionableMessage and DoActionableAction functions should be called by the player, if there are multiple Actionable items involved. Set to -1 to make this Actor non actionable
GetAnimParams(int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate )
Returns information about the currently playing Animation
coords GetBoneCoords(name BoneName )
Returns the coords of the BoneName bone.
rotator GetBoneRotation(name BoneName, optional int Space )
Returns the rotation of the BoneName bone
bool GetCacheEntry(int Num, out string GUID, out string Filename )
Give this a number, and it will return you the GUID and Filename of that entry in the Cache. It may be possible to build some kind of Cache manager thing, but I have no idea why.
vector GetCollisionExtent( )
This returns a collision Extent that could be used with Trace, that will give you the size of this actor as the extent, based on CollisionRadius and CollisionHeight
String GetDebugName( )
String GetHumanReadableName( )
Returns the human readable string representation of an object.
String GetItemName(string FullName )
string GetLocalString(optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 )
Get localized message string associated with this actor.
string GetMapName(string NameEnding, string MapName, int Dir )
string GetMeshName( )
string GetNextInt(string ClassName, int Num )
GetNextIntDesc(string ClassName, int Num, out string Entry, out string Description )
Read from the INT files available
GetNextSkin(string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc )
int GetNotifyChannel( )
plane GetRenderBoundingSphere( )
vector GetRootLocation( )
vector GetRootLocationDelta( )
rotator GetRootRotation( )
rotator GetRootRotationDelta( )
float GetSoundDuration(sound Sound )
Returns the duration in seconds of a sound
string GetURLMap( )
bool HasAnim(name Sequence )
Returns true if this actor has an animation with the named Sequence
HurtRadius(float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
Hurt locally authoritative actors within the radius.
bool IsAnimating(optional int Channel )
returns true if the specified channel is playing an animation
bool IsInPain( )
Return True if this actor is inside a Pain volume
bool IsInVolume(Volume aVolume )
Returns true if the actor is in the specified volume
bool IsTweening(int Channel )
Presumably returns True if the Actor is Tweening on the particular animation channel
KAddBoneLifter(name BoneName, InterpCurve LiftVel, float LateralFriction, InterpCurve Softness )
Note you MUST turn collision off (KSetBlockKarma) before using bone lifters.
KAddImpulse(vector Impulse, vector Position, optional name BoneName )
A position of (0,0,0) applies impulse at COM (ie no angular component).
KDisableCollision(actor Other )
Turn off Karma collision for this actor to the specified other actor
KDrawRigidBodyState(KRigidBodyState RBState, bool AltColour )
SLOW! Use for debugging only!
KEnableCollision(actor Other )
Turns on Karma collision for this actor to the specified other actor
KFreezeRagdoll( )
Halt a Karma Ragdoll
float KGetActorGravScale( )
Returns the KParams.KGravScale
KGetCOMOffset(out vector offset )
Get the offset of actor's Center of Mass
KGetCOMPosition(out vector pos )
Get actual position of actors Center of Mass in world space
KGetDampingProps(out float lindamp, out float angdamp )
Return the Linear damping and Angular damping
float KGetFriction( )
Return the Karma Friction
float KGetImpactThreshold( )
Return Karma ImpactThreshold
KGetInertiaTensor(out vector it1, out vector it2 )
Return Karma Inertia Tensor
float KGetMass( )
Return Karma Mass
quat KGetRBQuaternion( )
float KGetRestitution( )
Return Karma Restitution (bounciness)
KGetRigidBodyState(out KRigidBodyState RBstate )
Return Karma Rigid Body State
float KGetSkelMass( )
Return Karma SKeletal Mass (where is this set?)
bool KIsAwake( )
Returns true if we are currently simulating
bool KIsRagdollAvailable( )
Returns true if there is a ragdoll available (what are these conditions?)
KMakeRagdollAvailable( )
Make a Ragdoll available (explain?)
KRBVec KRBVecFromVector(vector v )
vector KRBVecToVector(KRBVec RBvec )
KRemoveAllBoneLifters( )
KRemoveLifterFromBone(name BoneName )
KSetActorGravScale(float ActorGravScale )
Set Karma Gravity Scale
KSetBlockKarma(bool newBlock )
Set to Block karma objects
KSetCOMOffset(vector offset )
Set offset of Center of Mass
KSetDampingProps(float lindamp, float angdamp )
Set Linear and Angular karma damping
KSetFriction(float friction )
Set Karma Friction
KSetImpactThreshold(float thresh )
Set Karma ImpactThreshold
KSetInertiaTensor(vector it1, vector it2 )
set Karma Inertia Tensor
KSetMass(float mass )
Set Karma Mass
KSetRestitution(float rest )
Set Karma Restitution (bounciness)
KSetSkelVel(vector Velocity, optional vector AngVelocity, optional bool AddToCurrent )
Set Karma SKeletalVelocity
KSetStayUpright(bool stayUpright, bool allowRotate )
Set Karma StayUpright properties
KSetStayUprightParams(float stiffness, float damping )
KWake( )
Start Karma simulating
LinkMesh(mesh NewMesh, optional bool bKeepAnim )
Link to a new Mesh, optionally keeping the existing Animations or using the new Mesh's animations
LinkSkelAnim(MeshAnimation Anim, optional mesh NewMesh )
Link new Animations, optionally replacing the Mesh (LOTD implements multiple Animation packages per Mesh, there are better functions for dealing with this
LockRootMotion(int Lock )
LoopAnim(name Sequence, optional float Rate, optional float TweenTime, optional int Channel )
MakeNoise(float Loudness )
Inform other creatures that you've made a noise they might hear (they are sent a HearNoise message). (Loudness seems to be 1.0 in most places, is that the max?)
MatchStarting( )
Called when gameplay actually starts.
bool Move(vector Delta )
Move this actor, and everything attached to it, by Delta vector.
bool MoveCacheEntry(string GUID, optional string NewFilename )
Cache management function
bool MoveSmooth(vector Delta )
Like Move(), but will attempt to continue moving by sliding along a wall or up a slight incline/stairs, etc
bool NearSpot(vector Spot )
NearSpot() returns true is spot is within collision cylinder.
Notify( )
OnlyAffectPawns(bool B )
PlayAnim(name Sequence, optional float Rate, optional float TweenTime, optional int Channel )
bool PlayerCanSeeMe( )
PlayerCanSeeMe returns true if any player (server) or the local player (standalone or client) has a line of sight to actor's location. Note that if you want to use this with an actor that is normally bHidden, you will need to set bHidden=False, and set DrawType=DT_NONE.
PlayFeedbackEffect(String EffectName )
Play a Force Feedback effect
int PlayMusic(string Song, float FadeInTime )
Only used for level music - will be stopped when level changes
PlayOwnedSound(sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )
Play a sound effect, but don't propagate to a remote owner (he is playing the sound clientside)
PlaySound(sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )
Play a sound effect.
PlayTeleportEffect(bool bOut, bool bSound )
Called when this actor passes through a Teleporter
RadiusActors(class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )
RadiusActors() returns all actors within a give radius. Slow like AllActors(). Use CollidingActors() or VisibleCollidingActors() instead if desired actor types are visible (not bHidden) and in the collision hash (bCollideActors is true)
RenderOverlays(Canvas Canvas )
Called by player's hud to request drawing of actor specific overlays onto canvas
ReplaceText(out string Text, string Replace, string With )
Replace string Replace with string With, in string Text, returning result in passed string Text
Reset( )
Reset actor to initial state - used when restarting level without reloading.
SetAnimFrame(float Time, optional int Channel, optional int UnitFlag )
Move to a specific frame of animation, on a specific channel. If UnitFlag == 0 (default), then Time refers to a percentage of time (0.0 to 1.0). If UnitFlag == 1, then Time refers to a specific Frame number.
SetBase(actor NewBase, optional vector NewFloor )
Set the actor's Base (for attached movement). NewFloor is only valid for Pawns, and is used to set the Floor that they would be walking on if they were PHYS_Walking or PHYS_Spidering.
SetBoneDirection(name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space )
SetBoneLocation(name BoneName, optional vector BoneTrans, optional float Alpha )
SetBoneRotation(name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha )
SetBoneScale(int Slot, optional float BoneScale, optional name BoneName )
Adjust the size of a particular bone. This is used to implement destructable limbs and the Big Head mutator.
SetCollision(optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers )
Adjust collision paramters
bool SetCollisionSize(float NewRadius, float NewHeight )
Adjust actor's collisionradius and height
SetDefaultDisplayProperties( )
Reset this actor's Style, bUnlit, and Texture settings to the actor's default.
SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting )
Set the display properties of an actor.
SetDrawScale(float NewScale )
Adjust the DrawScale of the Actor, 1.0 = normal
SetDrawScale3D(vector NewScale3D )
Adjust the DrawScale3D, (1.0,1.0,1.0) = normal, use negative numbers to mirror
SetDrawType(EDrawType NewDrawType )
Change the actor's DrawType
SetGRI(GameReplicationInfo GRI )
bool SetLocation(vector NewLocation )
This function sets the location of the actor it is called on. It will not work on actors with PHYS_Karma or PHYS_KarmaRagdoll. If the actor cannot occupy the new location because it is colliding with an actor that can block it, it will be placed at the nearest valid location. Note that because Terrain has no "volume" and is just a bent up sheet, the actor may not be moved in this manner when it penetrates terrain.
SetMultiTimer(int slotID, float NewTimerRate, bool bLoop )
Native function apparently specific to LOTD, specifies that this actor's MultiTimer(slotID) function will be called. Very similar to Timer, but easy to use for multiple things in one actor.
SetOwner(actor NewOwner )
Set this Actor's Owner property
SetPhysics(EPhysics newPhysics )
Changes this Actor's physics type, takes effect on the NEXT tick.
bool SetRelativeLocation(vector NewLocation )
Sets the location relative to this actor's base
bool SetRelativeRotation(rotator NewRotation )
Sets the rotation relative to the actor's base.
bool SetRotation(rotator NewRotation )
This function sets the rotation of the actor it is called on. It will not work on actors with PHYS_Karma or PHYS_KarmaRagdoll.
SetStaticMesh(StaticMesh NewStaticMesh )
Set a new StaticMesh to replace this actor's original setting.
SetTimer(float NewTimerRate, bool bLoop )
Causes Timer() events every NewTimerRate seconds. If bLoop is true, causes Timer() events every NewTimerRate seconds. Otherwise, causes Timer() to be called once in NewTimerRate seconds. SetTimer(0.0, False); stops the timer.
bool ShouldBeHidden( )
Check if class has HideDropDown specifier
Sleep(float Seconds )
Waits for the specified amount of time before returning.
actor Spawn(class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation )
Spawn an actor. Returns an actor of the specified class, not of class Actor (this is hardcoded in the compiler).

Returns None if the actor could not be spawned (either the actor wouldn't fit in the specified location, or the actor list is full).
StartInterpolation( )
When this function is called, the actor will start moving along an interpolation path beginning at Dest
StopAllMusic(float FadeOutTime )
Fade all music out
StopAnimating(optional bool ClearAllButBase )
Halt animation playing for this actor
StopFeedbackEffect(optional String EffectName )
Pass no parameter or "" to stop all.
StopMusic(int SongHandle, float FadeOutTime )
Stop a particular songhandle (returned by PlayMusic)
vector SuggestFallVelocity(vector Destination, vector Start, float MaxZ, float MaxXYSpeed )
bool TouchingActor(Actor A )
Returns true if Actor A is touching this Actor
TouchingActors(class<actor> BaseClass, out actor Actor )
Returns all actors touching the current actor (fast).
Actor Trace(out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material )
This traces a path to find what it collides with first. The line will be traced starting at TraceStart and ending at TraceEnd.
If bTraceActors is true, actors will be considered for the tracing, otherwise only pieces of the world (terrain, staticmeshactors, BSP) will be considered for collision.
When the trace hits something, HitLocation and HitNormal will be set to contain the location and normal of the impact. If specified, the material of the surface hit can also be returned. If an Extent is specified, you can have the trace have "width." It will have a box of the size specified as a vector (corner to corner) as the "thickness" of the trace.

Note that traces are not very fast, so should be avoided or kept to a minimum where possible.
TraceActors(class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent )
Return all actors along a traced line. Reasonably fast (like any trace)
TweenAnim(name Sequence, float Time, optional int Channel )
UnClock(out float time )
This is called at the end of a section of code to be timed passing in the same time variable supplied to Clock.
UntriggerEvent(Name EventName, Actor Other, Pawn EventInstigator )
UpdatePrecacheMaterials( )
Used to add new materials to the Precache specified in Level. Not quite sure why we'd want to do this after the game starts, as that's when the Precaching happens.
UpdatePrecacheStaticMeshes( )
See UpdatePrecacheMaterials
VisibleActors(class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc )
Returns all visible (not bHidden) actors within a radius for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
VisibleCollidingActors(class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden )
Returns all colliding (bCollideActors==true) actors within a certain radius for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
WaitForNotification(optional float TimeoutInSeconds )
Latent function returns after specified time, or when a Notify() is called


AnimEnd(int Channel )
Notification that the current animation has ended. Allows an object to wait for animation completion before proceeding with other activities.
Attach(Actor Other )
Called when this actor is attached to actor Other
BaseChange( )
Called when this actor's Base is changed
BeginEvent( )
BeginPlay( )
Called at the beginning of play
BroadcastLocalizedMessage(class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
Broadcast a localized message to all players.

Most message deal with 0 to 2 related PRIs.
Bump(Actor Other )
Called when actor Other bumps this actor
DemoPlaySound(sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )
Destroyed( )
Called after this actor's Destroy() function is called
Detach(Actor Other )
Called when this actor is detached from Other
EncroachedBy(actor Other )
Called when Other is encroaching our collision zone
bool EncroachingOn(actor Other )
Called when we are encoraching on Other's collision zone
EndedRotation( )
Called when rotation completes
EndEvent( )
Falling( )
Called when we are falling. Ahhh!!!!!
FellOutOfWorld(eKillZType KillType )
Sets physics to none and destroys the actor.
FinishedInterpolation( )
The implementation in actor only sets bInterpolating to false.
GainedChild(Actor Other )
Called when a child actor is spawned
HitWall(vector HitNormal, actor HitWall )
Called when this actor hits a wall
KApplyForce(out vector Force, out vector Torque )
Event called just before sim to allow user to apply Karma forces
KilledBy(pawn EventInstigator )
Called when this Actor is killed (only appears to be useful for pawns..)
KImpact(actor other, vector pos, vector impactVel, vector impactNorm )
Event called when Karmic actor hits with impact velocity over KImpactThreshold.
KSkelConvulse( )
Event called when a ragdoll convulses (see KarmaParamsSkel)
bool KUpdateState(out KRigidBodyState newState )
This is called from inside C++ physKarma at the appropriate time to update state of Karma rigid body.
KVelDropBelow( )
Event called when karma actor's velocity drops below KVelDropBelowThreshold
Landed(vector HitNormal )
Called when we hit the ground
LostChild(Actor Other )
Called when another actor with this actor as its owner is destroyed.
MultiTimer(int slotID )
Called as a result of the SetMultiTimer() function
PhysicsVolumeChange(PhysicsVolume NewVolume )
Called when this actor enters a new Physics Volume
PostBeginPlay( )
Called immediately after gameplay begins.
PostLinearLoad( )
PostLoad( )
Called when a saved game is loaded, to allow actors to fix up anything they might need.
PostNetBeginPlay( )
Called after PostBeginPlay. On a net client, PostNetBeginPlay() is called after replicated variables have been initialized to their replicated values
PostNetReceive( )
If bNetNotify is True, this event is called when the actor receives an update to any variable through replication.
PostTeleport(Teleporter OutTeleporter )
function called after this Actor has passed through a Teleporter
PostTouch(Actor Other )
Called for PendingTouch actor after physics completes
PreBeginPlay( )
Called immediately before gameplay begins.
bool PreTeleport(Teleporter InTeleporter )
function called before this Actor is going to pass through a Teleporter
RenderTexture(ScriptedTexture Tex )
SetInitialState( )
Called after PostBeginPlay.
Actor SpecialHandling(Pawn Other )
TakeDamage(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType )
Called by anything that wishes to cause this actor Damage
Tick(float DeltaTime )
Timer( )
Called from setting the SetTimer() function
TornOff( )
Networking - called on client when actor is torn off (bTearOff==true)
Touch(Actor Other )
Called when we are touching Actor Other
TravelPostAccept( )
Called when carried into a new level, after AcceptInventory.
TravelPreAccept( )
Called when carried onto a new level, before AcceptInventory.
Trigger(Actor Other, Pawn EventInstigator )
Called when this Actor's "Tag" event is triggered
TriggerEvent(Name eventName, Actor sender, Pawn instigator )
Call this to trigger an event
TriggerEx(Actor sender, Pawn instigator, Name handler )
Called when an Event that this actor handles is called, if bHasHandlers is set
UnTouch(Actor Other )
Called when this actor is no logner touching Other
UnTrigger(Actor Other, Pawn EventInstigator )
UsedBy(Pawn user )
Called if this Actor was touching a Pawn who pressed Use (not used in LOTD in favor of the Actionable system)
ZoneChange(ZoneInfo NewZone )
Called when this actor changes zones