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UE1:Actor internal variables (U1)
Contents
- 1 Internal variables
- 1.1 Acceleration
- 1.2 AnimLast
- 1.3 AnimMinRate
- 1.4 bAlwaysTick
- 1.5 bAnimByOwner
- 1.6 bAnimFinished
- 1.7 bAnimLoop
- 1.8 bAnimNotify
- 1.9 Base
- 1.10 bAssimilated
- 1.11 bCarriedItem
- 1.12 bDeleteMe
- 1.13 bDemoRecording
- 1.14 bDynamicLight
- 1.15 bEdLocked
- 1.16 bEdSnap
- 1.17 bForcePhysicsUpdate
- 1.18 bHighlighted
- 1.19 bHurtEntry
- 1.20 bInterpolating
- 1.21 bIsMover
- 1.22 bIsPawn
- 1.23 bJustTeleported
- 1.24 bLightChanged
- 1.25 bMemorized
- 1.26 bNetFeel
- 1.27 bNetHear
- 1.28 bNetInitial
- 1.29 bNetOwner
- 1.30 bNetRelevant
- 1.31 bNetSee
- 1.32 bReplicateInstigator
- 1.33 Brush
- 1.34 bSelected
- 1.35 bSimulatedPawn
- 1.36 bTempEditor
- 1.37 bTicked
- 1.38 bTimerLoop
- 1.39 bTrailerSameRotation
- 1.40 CollisionTag
- 1.41 ColLocation
- 1.42 Deleted
- 1.43 DodgeDir
- 1.44 ExtraTag
- 1.45 Instigator
- 1.46 Inventory
- 1.47 LatentActor
- 1.48 LatentByte
- 1.49 LatentFloat
- 1.50 LatentInt
- 1.51 Level
- 1.52 LightingTag
- 1.53 MiscNumber
- 1.54 NetTag
- 1.55 OldAnimRate
- 1.56 OldLocation
- 1.57 OtherTag
- 1.58 Owner
- 1.59 PhysAlpha
- 1.60 PhysRate
- 1.61 PrePivot
- 1.62 Region
- 1.63 RenderInterface
- 1.64 Role
- 1.65 SimAnim
- 1.66 SpecialTag
- 1.67 StandingCount
- 1.68 Target
- 1.69 TimerCounter
- 1.70 TimerRate
- 1.71 Touching
- 1.72 TweenRate
- 1.73 XLevel
- Actor internal variables in other games:
- RTNP, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- enums, events, native functions, properties
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Internal variables
Acceleration
Type: Object.Vector
AnimLast
Type: float
Last frame.
AnimMinRate
Type: float
Minimum rate for velocity-scaled animation.
bAlwaysTick
Type: bool
Modifiers: const
Update even when players-only.
bAnimByOwner
Type: bool
Animation dictated by owner.
bAnimFinished
Type: bool
Unlooped animation sequence has finished.
bAnimLoop
Type: bool
Whether animation is looping.
bAnimNotify
Type: bool
Whether a notify is applied to the current sequence.
Base
Type: Actor
Modifiers: const
Moving brush actor we're standing on.
bAssimilated
Type: bool
Modifiers: transient, const
Actor dynamics are assimilated in world geometry.
bCarriedItem
Type: bool
being carried, and not responsible for displaying self, so don't replicated location and rotation
bDeleteMe
Type: bool
Modifiers: const
About to be deleted.
bDemoRecording
Type: bool
Modifiers: const
bDynamicLight
Type: bool
Temporarily treat this as a dynamic light.
bEdLocked
Type: bool
Locked in editor (no movement or rotation).
bEdSnap
Type: bool
Modifiers: transient
Should snap to grid in UnrealEd.
bForcePhysicsUpdate
Type: bool
bHighlighted
Type: bool
Modifiers: const
Highlighted in UnrealEd.
bHurtEntry
Type: bool
keep HurtRadius from being reentrant
bInterpolating
Type: bool
Performing interpolating.
bIsMover
Type: bool
Modifiers: const
Is a mover.
bIsPawn
Type: bool
Modifiers: const
True only for pawns.
bJustTeleported
Type: bool
Modifiers: const
Default value: True
bLightChanged
Type: bool
Modifiers: transient
Recalculate this light's lighting now.
bMemorized
Type: bool
Modifiers: const
Remembered in UnrealEd.
bNetFeel
Type: bool
Modifiers: const
Player collides with/feels it in network play.
bNetHear
Type: bool
Modifiers: const
Player hears it in network play.
bNetInitial
Type: bool
Modifiers: const
Initial network update.
bNetOwner
Type: bool
Modifiers: const
Player owns this actor.
bNetRelevant
Type: bool
Modifiers: const
Actor is currently relevant. Only valid server side, only when replicating variables.
bNetSee
Type: bool
Modifiers: const
Player sees it in network play.
bReplicateInstigator
Type: bool
Replicate instigator to client (used by bNetTemporary projectiles).
Brush
Type: Model
Modifiers: const, export
Brush if DrawType=DT_Brush.
bSelected
Type: bool
Modifiers: const
Selected in UnrealEd.
bSimulatedPawn
Type: bool
Modifiers: const
True if Pawn and simulated proxy.
bTempEditor
Type: bool
Modifiers: transient, const
bTicked
Type: bool
Modifiers: transient, const
Actor has been updated.
bTimerLoop
Type: bool
bTrailerSameRotation
Type: bool
CollisionTag
Type: int
Modifiers: const, transient
ColLocation
Type: Object.Vector
Modifiers: const
Actor's old location one move ago.
Deleted
Type: Actor
Modifiers: const
DodgeDir
Type: EDodgeDir
ExtraTag
Type: int
Modifiers: const, transient
Instigator
Type: Pawn
Pawn responsible for damage.
Inventory
Type: Inventory
Inventory chain.
LatentActor
Type: Actor
Modifiers: const
Internal latent function use.
LatentByte
Type: byte
Modifiers: const
Internal latent function use.
LatentFloat
Type: float
Modifiers: const
Internal latent function use.
LatentInt
Type: int
Modifiers: const
Internal latent function use.
Level
Type: LevelInfo
Modifiers: const
Level this actor is on.
LightingTag
Type: int
Modifiers: const, transient
MiscNumber
Type: byte
Modifiers: const
Internal use.
NetTag
Type: int
Modifiers: const, transient
OldAnimRate
Type: float
Animation rate of previous animation (= AnimRate until animation completes).
OldLocation
Type: Object.Vector
Modifiers: const
Actor's old location one tick ago.
OtherTag
Type: int
Modifiers: const, transient
Owner
Type: Actor
Modifiers: const
Owner actor.
PhysAlpha
Type: float
Interpolating position, 0.0-1.0.
PhysRate
Type: float
PrePivot
Type: Object.Vector
Offset from box center for drawing.
Region
Type: PointRegion
Modifiers: const
Region this actor is in.
RenderInterface
Type: RenderIterator
Modifiers: transient
Role
Type: ENetRole
Default value: ROLE_Authority
SimAnim
Type: Object.Plane
SpecialTag
Type: int
Modifiers: const, transient
StandingCount
Type: byte
Modifiers: const
Count of actors standing on this actor.
Target
Type: Actor
Actor we're aiming at (other uses as well).
TimerCounter
Type: float
Modifiers: const
Counts up until it reaches TimerRate.
TimerRate
Type: float
Timer event, 0=no timer.
Touching
Type: Actor
Array size: 4
Modifiers: const
List of touching actors.
TweenRate
Type: float
XLevel
Type: Level
Modifiers: const
Level object.