Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE1:Actor properties (U1)
Contents
- 1 Properties
- 1.1 Property group 'Advanced'
- 1.1.1 bAlwaysRelevant
- 1.1.2 bCanTeleport
- 1.1.3 bCollideWhenPlacing
- 1.1.4 bDirectional
- 1.1.5 bEdShouldSnap
- 1.1.6 bForceStasis
- 1.1.7 bGameRelevant
- 1.1.8 bHidden
- 1.1.9 bHiddenEd
- 1.1.10 bHighDetail
- 1.1.11 bIsItemGoal
- 1.1.12 bIsKillGoal
- 1.1.13 bIsSecretGoal
- 1.1.14 bMovable
- 1.1.15 bNetOptional
- 1.1.16 bNetTemporary
- 1.1.17 bNoDelete
- 1.1.18 bOnlyOwnerSee
- 1.1.19 bOwnerNoSee
- 1.1.20 bStasis
- 1.1.21 bStatic
- 1.1.22 bTravel
- 1.1.23 LifeSpan
- 1.2 Property group 'Collision'
- 1.3 Property group 'Display'
- 1.3.1 AmbientGlow
- 1.3.2 AnimFrame
- 1.3.3 AnimRate
- 1.3.4 AnimSequence
- 1.3.5 bMeshCurvy
- 1.3.6 bMeshEnviroMap
- 1.3.7 bNoSmooth
- 1.3.8 bParticles
- 1.3.9 bRandomFrame
- 1.3.10 bShadowCast
- 1.3.11 bUnlit
- 1.3.12 DrawScale
- 1.3.13 DrawType
- 1.3.14 Fatness
- 1.3.15 Mesh
- 1.3.16 MultiSkins
- 1.3.17 RenderIteratorClass
- 1.3.18 ScaleGlow
- 1.3.19 Skin
- 1.3.20 Sprite
- 1.3.21 Style
- 1.3.22 Texture
- 1.3.23 VisibilityHeight
- 1.3.24 VisibilityRadius
- 1.4 Property group 'Events'
- 1.5 Property group 'Filter'
- 1.6 Property group 'LightColor'
- 1.7 Property group 'Lighting'
- 1.8 Property group 'Movement'
- 1.9 Property group 'Networking'
- 1.10 Property group 'Object'
- 1.11 Property group 'Sound'
- 1.12 Internal variables
- 1.1 Property group 'Advanced'
- Actor properties in other games:
- RTNP, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- enums, events, internal variables, native functions
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Properties[edit]
Property group 'Advanced'[edit]
bAlwaysRelevant[edit]
Type: bool
Always relevant for network.
bCanTeleport[edit]
Type: bool
This actor can be teleported.
bCollideWhenPlacing[edit]
Type: bool
This actor collides with the world when placing.
bDirectional[edit]
Type: bool
Actor shows direction arrow during editing. Also dictates whether items like lights are Diffused or Directional (Spot)
bEdShouldSnap[edit]
Type: bool
Snap to grid in editor.
bForceStasis[edit]
Type: bool
Force stasis when not recently rendered, even if physics not none or rotating.
bGameRelevant[edit]
Type: bool
Always relevant for game
bHidden[edit]
Type: bool
Is hidden during gameplay.
bHiddenEd[edit]
Type: bool
Is hidden during editing.
bHighDetail[edit]
Type: bool
Only show up on high-detail.
bIsItemGoal[edit]
Type: bool
This actor counts in the "item" count.
bIsKillGoal[edit]
Type: bool
This actor counts in the "death" toll.
bIsSecretGoal[edit]
Type: bool
This actor counts in the "secret" total.
bMovable[edit]
Type: bool
Actor is capable of travelling among servers.
Default value: True
bNetOptional[edit]
Type: bool
Modifiers: const
Actor should only be replicated if bandwidth available.
bNetTemporary[edit]
Type: bool
Modifiers: const
Tear-off simulation in network play.
bNoDelete[edit]
Type: bool
Modifiers: const
Cannot be deleted during play.
bOnlyOwnerSee[edit]
Type: bool
Only owner can see this actor.
bOwnerNoSee[edit]
Type: bool
Everything but the owner can see this actor.
bStasis[edit]
Type: bool
In StandAlone games, turn off if not in a recently rendered zone turned off if bCanStasis and physics = PHYS_None or PHYS_Rotating.
bStatic[edit]
Type: bool
Modifiers: const
Does not move or change over time.
bTravel[edit]
Type: bool
Actor is capable of travelling among servers.
LifeSpan[edit]
Type: float
Property group 'Collision'[edit]
bBlockActors[edit]
Type: bool
Blocks other nonplayer actors.
bBlockPlayers[edit]
Type: bool
Blocks other player actors.
bCollideActors[edit]
Type: bool
Modifiers: const
Collides with other actors.
bCollideWorld[edit]
Type: bool
Collides with the world.
bProjTarget[edit]
Type: bool
CollisionHeight[edit]
Type: float
Modifiers: const
Default value: 22.0
CollisionRadius[edit]
Type: float
Modifiers: const
Radius of collision cyllinder.
Default value: 22.0
Property group 'Display'[edit]
AmbientGlow[edit]
Type: byte
Ambient brightness, or 255=pulsing.
AnimFrame[edit]
Type: float
Current animation frame, 0.0 to 1.0.
AnimRate[edit]
Type: float
Animation rate in frames per second, 0=none, negative=velocity scaled.
AnimSequence[edit]
Type: name
Animation sequence we're playing.
bMeshCurvy[edit]
Type: bool
Curvy mesh.
bMeshEnviroMap[edit]
Type: bool
Environment-map the mesh.
bNoSmooth[edit]
Type: bool
Don't smooth actor's texture.
bParticles[edit]
Type: bool
Mesh is a particle system.
bRandomFrame[edit]
Type: bool
Particles use a random texture from among the default texture and the multiskins textures
bShadowCast[edit]
Type: bool
bUnlit[edit]
Type: bool
Lights don't affect actor.
DrawScale[edit]
Type: float
Scaling factor, 1.0=normal size.
Default value: 1.0
DrawType[edit]
Type: EDrawType
Default value: DT_Sprite
Fatness[edit]
Type: byte
Default value: 128
Mesh[edit]
Type: Mesh
Mesh if DrawType=DT_Mesh.
MultiSkins[edit]
Type: Texture
Array size: 8
RenderIteratorClass[edit]
Type: class<RenderIterator>
class to instantiate as the actor's RenderInterface
ScaleGlow[edit]
Type: float
Multiplies lighting.
Default value: 1.0
Skin[edit]
Type: Texture
Special skin or enviro map texture.
Sprite[edit]
Type: Texture
Sprite texture if DrawType=DT_Sprite.
Style[edit]
Type: ERenderStyle
Default value: STY_Normal
Texture[edit]
Type: Texture
Misc texture.
Default value: Texture'Engine.S_Actor'
VisibilityHeight[edit]
Type: float
VisibilityRadius[edit]
Type: float
Actor is drawn if viewer is within its visibility
Property group 'Events'[edit]
Event[edit]
Type: name
The event this actor causes.
Tag[edit]
Type: name
Actor's tag name.
Property group 'Filter'[edit]
bDifficulty0[edit]
Type: bool
Appear in difficulty 0.
Default value: True
bDifficulty1[edit]
Type: bool
Appear in difficulty 1.
Default value: True
bDifficulty2[edit]
Type: bool
Appear in difficulty 2.
Default value: True
bDifficulty3[edit]
Type: bool
Appear in difficulty 3.
Default value: True
bNet[edit]
Type: bool
Appear in regular network play.
Default value: True
bNetSpecial[edit]
Type: bool
Appear in special network play mode.
Default value: True
bSinglePlayer[edit]
Type: bool
Appear in single player.
Default value: True
OddsOfAppearing[edit]
Type: float
Default value: 1.0
Property group 'LightColor'[edit]
LightBrightness[edit]
Type: byte
LightHue[edit]
Type: byte
LightSaturation[edit]
Type: byte
Property group 'Lighting'[edit]
bActorShadows[edit]
Type: bool
Light casts actor shadows.
bCorona[edit]
Type: bool
Light uses Skin as a corona.
bLensFlare[edit]
Type: bool
bSpecialLit[edit]
Type: bool
Only affects special-lit surfaces.
LightCone[edit]
Type: byte
Radius of light cone formed by directional lighting
LightEffect[edit]
Type: ELightEffect
LightPeriod[edit]
Type: byte
LightPhase[edit]
Type: byte
LightRadius[edit]
Type: byte
Distance from actor that light is thrown.
LightType[edit]
Type: ELightType
VolumeBrightness[edit]
Type: byte
VolumeFog[edit]
Type: byte
VolumeRadius[edit]
Type: byte
Property group 'Movement'[edit]
AttachTag[edit]
Type: name
Tag of the object 'attached' to this mover. Only really relevant to movers.
bBounce[edit]
Type: bool
Bounces when hits ground fast.
bFixedRotationDir[edit]
Type: bool
Fixed direction of rotation.
bRotateToDesired[edit]
Type: bool
Rotate to DesiredRotation.
Buoyancy[edit]
Type: float
Water buoyancy.
DesiredRotation[edit]
Type: Object.Rotator
Physics will rotate pawn to this if bRotateToDesired.
Location[edit]
Type: Object.Vector
Modifiers: const
Actor's location; use Move to set.
Mass[edit]
Type: float
Mass of this actor.
Default value: 100.0
Physics[edit]
Type: EPhysics
Modifiers: const
Rotation[edit]
Type: Object.Rotator
Modifiers: const
Rotation.
RotationRate[edit]
Type: Object.Rotator
Change in rotation per second.
Velocity[edit]
Type: Object.Vector
Velocity.
Property group 'Networking'[edit]
NetPriority[edit]
Type: float
Higher priorities means update it more frequently.
Default value: 1.0
NetUpdateFrequency[edit]
Type: float
Default value: 100.0
RemoteRole[edit]
Type: ENetRole
Default value: ROLE_DumbProxy
Property group 'Object'[edit]
Group[edit]
Type: name
InitialState[edit]
Type: name
Property group 'Sound'[edit]
AmbientSound[edit]
Type: Sound
SoundPitch[edit]
Type: byte
Sound pitch shift, 64.0=none.
Default value: 64
SoundRadius[edit]
Type: byte
Radius of ambient sound.
Default value: 32
SoundVolume[edit]
Type: byte
Volume of amient sound.
Default value: 128
TransientSoundRadius[edit]
Type: float
TransientSoundVolume[edit]
Type: float
Default value: 1.0