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UE1:Actor properties (UT)

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UT Object >> Actor (properties)

Contents

Actor properties in other games:
RTNP, U1, U2, U2XMP, UE2Runtime, UT2003, UT2004
Other member categories for this class:
enums, events, internal variables, native functions

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.

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


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.

bFilterByVolume[edit]

Type: bool


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

Fatness (mesh distortion).

Default value: 128

LODBias[edit]

Type: float


Default value: 1.0

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.

SpriteProjForward[edit]

Type: float


Default value: 32.0

Style[edit]

Type: ERenderStyle


Default value: STY_Normal

Texture[edit]

Type: Texture

Misc texture.

Default value: Texture'Engine.S_Actor'

VisibilityHeight[edit]

Type: float

cylinder. Zero=infinite visibility.

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


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


LightEffect[edit]

Type: ELightEffect


LightPeriod[edit]

Type: byte


LightPhase[edit]

Type: byte


LightRadius[edit]

Type: byte


LightType[edit]

Type: ELightType


VolumeBrightness[edit]

Type: byte


VolumeFog[edit]

Type: byte


VolumeRadius[edit]

Type: byte


Property group 'Movement'[edit]

AttachTag[edit]

Type: name


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

Ambient sound effect.

SoundPitch[edit]

Type: byte


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

Internal variables[edit]

See Actor internal variables.