Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE1:Actor internal variables (UT)
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 bClientAnim
- 1.13 bClientDemoNetFunc
- 1.14 bClientDemoRecording
- 1.15 bDeleteMe
- 1.16 bDemoRecording
- 1.17 bDynamicLight
- 1.18 bEdLocked
- 1.19 bEdSnap
- 1.20 bForcePhysicsUpdate
- 1.21 bHighlighted
- 1.22 bHurtEntry
- 1.23 bInterpolating
- 1.24 bIsMover
- 1.25 bIsPawn
- 1.26 bJustTeleported
- 1.27 bLightChanged
- 1.28 bMemorized
- 1.29 bNetFeel
- 1.30 bNetHear
- 1.31 bNetInitial
- 1.32 bNetOwner
- 1.33 bNetRelevant
- 1.34 bNetSee
- 1.35 bReplicateInstigator
- 1.36 Brush
- 1.37 bScriptInitialized
- 1.38 bSelected
- 1.39 bSimFall
- 1.40 bSimulatedPawn
- 1.41 bTempEditor
- 1.42 bTicked
- 1.43 bTimerLoop
- 1.44 bTrailerPrePivot
- 1.45 bTrailerSameRotation
- 1.46 CollisionTag
- 1.47 ColLocation
- 1.48 Deleted
- 1.49 DodgeDir
- 1.50 ExtraTag
- 1.51 HitActor
- 1.52 Instigator
- 1.53 Inventory
- 1.54 LatentActor
- 1.55 LatentByte
- 1.56 LatentFloat
- 1.57 LatentInt
- 1.58 Level
- 1.59 LightingTag
- 1.60 MiscNumber
- 1.61 NetTag
- 1.62 OldAnimRate
- 1.63 OldLocation
- 1.64 OtherTag
- 1.65 Owner
- 1.66 PendingTouch
- 1.67 PhysAlpha
- 1.68 PhysRate
- 1.69 PrePivot
- 1.70 Region
- 1.71 RenderInterface
- 1.72 Role
- 1.73 SimAnim
- 1.74 SkelAnim
- 1.75 SpecialTag
- 1.76 StandingCount
- 1.77 Target
- 1.78 TimerCounter
- 1.79 TimerRate
- 1.80 Touching
- 1.81 TweenRate
- 1.82 XLevel
- Actor internal variables in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- enums, events, native functions, properties
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Internal variables[edit]
Acceleration[edit]
Type: Object.Vector
Acceleration.
AnimLast[edit]
Type: float
Last frame.
AnimMinRate[edit]
Type: float
Minimum rate for velocity-scaled animation.
bAlwaysTick[edit]
Type: bool
Modifiers: const
Update even when players-only.
bAnimByOwner[edit]
Type: bool
Animation dictated by owner.
bAnimFinished[edit]
Type: bool
Unlooped animation sequence has finished.
bAnimLoop[edit]
Type: bool
Whether animation is looping.
bAnimNotify[edit]
Type: bool
Whether a notify is applied to the current sequence.
Base[edit]
Type: Actor
Modifiers: const
Moving brush actor we're standing on.
bAssimilated[edit]
Type: bool
Modifiers: transient, const
Actor dynamics are assimilated in world geometry.
bCarriedItem[edit]
Type: bool
being carried, and not responsible for displaying self, so don't replicated location and rotation
bClientAnim[edit]
Type: bool
bClientDemoNetFunc[edit]
Type: bool
Modifiers: const
bClientDemoRecording[edit]
Type: bool
Modifiers: const
True we are currently recording a client-side demo
bDeleteMe[edit]
Type: bool
Modifiers: const
About to be deleted.
bDemoRecording[edit]
Type: bool
Modifiers: const
True we are currently demo recording
bDynamicLight[edit]
Type: bool
Temporarily treat this as a dynamic light.
bEdLocked[edit]
Type: bool
Locked in editor (no movement or rotation).
bEdSnap[edit]
Type: bool
Modifiers: transient
Should snap to grid in UnrealEd.
bForcePhysicsUpdate[edit]
Type: bool
force a physics update for simulated pawns
bHighlighted[edit]
Type: bool
Modifiers: const
Highlighted in UnrealEd.
bHurtEntry[edit]
Type: bool
keep HurtRadius from being reentrant
bInterpolating[edit]
Type: bool
Performing interpolating.
bIsMover[edit]
Type: bool
Modifiers: const
Is a mover.
bIsPawn[edit]
Type: bool
Modifiers: const
True only for pawns.
bJustTeleported[edit]
Type: bool
Modifiers: const
Default value: True
bLightChanged[edit]
Type: bool
Modifiers: transient
Recalculate this light's lighting now.
bMemorized[edit]
Type: bool
Modifiers: const
Remembered in UnrealEd.
bNetFeel[edit]
Type: bool
Modifiers: const
Player collides with/feels it in network play.
bNetHear[edit]
Type: bool
Modifiers: const
Player hears it in network play.
bNetInitial[edit]
Type: bool
Modifiers: const
Initial network update.
bNetOwner[edit]
Type: bool
Modifiers: const
Player owns this actor.
bNetRelevant[edit]
Type: bool
Modifiers: const
Actor is currently relevant. Only valid server side, only when replicating variables.
bNetSee[edit]
Type: bool
Modifiers: const
Player sees it in network play.
bReplicateInstigator[edit]
Type: bool
Replicate instigator to client (used by bNetTemporary projectiles).
Brush[edit]
Type: Model
Modifiers: const, export
Brush if DrawType=DT_Brush.
bScriptInitialized[edit]
Type: bool
bSelected[edit]
Type: bool
Modifiers: const
Selected in UnrealEd.
bSimFall[edit]
Type: bool
bSimulatedPawn[edit]
Type: bool
Modifiers: const
True if Pawn and simulated proxy.
bTempEditor[edit]
Type: bool
Modifiers: transient, const
bTicked[edit]
Type: bool
Modifiers: transient, const
Actor has been updated.
bTimerLoop[edit]
Type: bool
bTrailerPrePivot[edit]
Type: bool
If PHYS_Trailer and true, offset from owner by PrePivot.
bTrailerSameRotation[edit]
Type: bool
If PHYS_Trailer and true, have same rotation as owner.
CollisionTag[edit]
Type: int
Modifiers: const, transient
ColLocation[edit]
Type: Object.Vector
Modifiers: const
Actor's old location one move ago.
Deleted[edit]
Type: Actor
Modifiers: const
DodgeDir[edit]
Type: EDodgeDir
ExtraTag[edit]
Type: int
Modifiers: const, transient
HitActor[edit]
Type: Actor
Instigator[edit]
Type: Pawn
Pawn responsible for damage.
Inventory[edit]
Type: Inventory
Inventory chain.
LatentActor[edit]
Type: Actor
Modifiers: const
Internal latent function use.
LatentByte[edit]
Type: byte
Modifiers: const
Internal latent function use.
LatentFloat[edit]
Type: float
Modifiers: const
Internal latent function use.
LatentInt[edit]
Type: int
Modifiers: const
Internal latent function use.
Level[edit]
Type: LevelInfo
Modifiers: const
Level this actor is on.
LightingTag[edit]
Type: int
Modifiers: const, transient
MiscNumber[edit]
Type: byte
Modifiers: const
Internal use.
NetTag[edit]
Type: int
Modifiers: const, transient
OldAnimRate[edit]
Type: float
Animation rate of previous animation (= AnimRate until animation completes).
OldLocation[edit]
Type: Object.Vector
Modifiers: const
Actor's old location one tick ago.
OtherTag[edit]
Type: int
Modifiers: const, transient
Owner[edit]
Type: Actor
Modifiers: const
Owner actor.
PendingTouch[edit]
Type: Actor
PhysAlpha[edit]
Type: float
Interpolating position, 0.0-1.0.
PhysRate[edit]
Type: float
Interpolation rate per second.
PrePivot[edit]
Type: Object.Vector
Offset from box center for drawing.
Region[edit]
Type: PointRegion
Modifiers: const
Region this actor is in.
RenderInterface[edit]
Type: RenderIterator
Modifiers: transient
Role[edit]
Type: ENetRole
Default value: ROLE_Authority
SimAnim[edit]
Type: Object.Plane
SkelAnim[edit]
Type: Animation
SpecialTag[edit]
Type: int
Modifiers: const, transient
StandingCount[edit]
Type: byte
Modifiers: const
Count of actors standing on this actor.
Target[edit]
Type: Actor
Actor we're aiming at (other uses as well).
TimerCounter[edit]
Type: float
Modifiers: const
Counts up until it reaches TimerRate.
TimerRate[edit]
Type: float
Timer event, 0=no timer.
Touching[edit]
Type: Actor
Array size: 4
Modifiers: const
List of touching actors.
TweenRate[edit]
Type: float
Tween-into rate.
XLevel[edit]
Type: Level
Modifiers: transient, const
Level object.