Always snap to grid
UE1:Actor properties (UT)
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 bFilterByVolume
- 1.3.6 bMeshCurvy
- 1.3.7 bMeshEnviroMap
- 1.3.8 bNoSmooth
- 1.3.9 bParticles
- 1.3.10 bRandomFrame
- 1.3.11 bShadowCast
- 1.3.12 bUnlit
- 1.3.13 DrawScale
- 1.3.14 DrawType
- 1.3.15 Fatness
- 1.3.16 LODBias
- 1.3.17 Mesh
- 1.3.18 MultiSkins
- 1.3.19 RenderIteratorClass
- 1.3.20 ScaleGlow
- 1.3.21 Skin
- 1.3.22 Sprite
- 1.3.23 SpriteProjForward
- 1.3.24 Style
- 1.3.25 Texture
- 1.3.26 VisibilityHeight
- 1.3.27 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, U1, U2, U2XMP, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- enums, events, internal variables, native functions
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Properties
Property group 'Advanced'
bAlwaysRelevant
Type: bool
Always relevant for network.
bCanTeleport
Type: bool
This actor can be teleported.
bCollideWhenPlacing
Type: bool
This actor collides with the world when placing.
bDirectional
Type: bool
Actor shows direction arrow during editing.
bEdShouldSnap
Type: bool
Snap to grid in editor.
bForceStasis
Type: bool
Force stasis when not recently rendered, even if physics not none or rotating.
bGameRelevant
Type: bool
Always relevant for game
bHidden
Type: bool
Is hidden during gameplay.
bHiddenEd
Type: bool
Is hidden during editing.
bHighDetail
Type: bool
Only show up on high-detail.
bIsItemGoal
Type: bool
This actor counts in the "item" count.
bIsKillGoal
Type: bool
This actor counts in the "death" toll.
bIsSecretGoal
Type: bool
This actor counts in the "secret" total.
bMovable
Type: bool
Default value: True
bNetOptional
Type: bool
Modifiers: const
Actor should only be replicated if bandwidth available.
bNetTemporary
Type: bool
Modifiers: const
Tear-off simulation in network play.
bNoDelete
Type: bool
Modifiers: const
Cannot be deleted during play.
bOnlyOwnerSee
Type: bool
Only owner can see this actor.
bOwnerNoSee
Type: bool
Everything but the owner can see this actor.
bStasis
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
Type: bool
Modifiers: const
Does not move or change over time.
bTravel
Type: bool
Actor is capable of travelling among servers.
LifeSpan
Type: float
Property group 'Collision'
bBlockActors
Type: bool
Blocks other nonplayer actors.
bBlockPlayers
Type: bool
Blocks other player actors.
bCollideActors
Type: bool
Modifiers: const
Collides with other actors.
bCollideWorld
Type: bool
Collides with the world.
bProjTarget
Type: bool
CollisionHeight
Type: float
Modifiers: const
Default value: 22.0
CollisionRadius
Type: float
Modifiers: const
Radius of collision cyllinder.
Default value: 22.0
Property group 'Display'
AmbientGlow
Type: byte
Ambient brightness, or 255=pulsing.
AnimFrame
Type: float
Current animation frame, 0.0 to 1.0.
AnimRate
Type: float
Animation rate in frames per second, 0=none, negative=velocity scaled.
AnimSequence
Type: name
Animation sequence we're playing.
bFilterByVolume
Type: bool
bMeshCurvy
Type: bool
Curvy mesh.
bMeshEnviroMap
Type: bool
Environment-map the mesh.
bNoSmooth
Type: bool
Don't smooth actor's texture.
bParticles
Type: bool
Mesh is a particle system.
bRandomFrame
Type: bool
Particles use a random texture from among the default texture and the multiskins textures
bShadowCast
Type: bool
bUnlit
Type: bool
Lights don't affect actor.
DrawScale
Type: float
Scaling factor, 1.0=normal size.
Default value: 1.0
DrawType
Type: EDrawType
Default value: DT_Sprite
Fatness
Type: byte
Fatness (mesh distortion).
Default value: 128
LODBias
Type: float
Default value: 1.0
Mesh
Type: Mesh
Mesh if DrawType=DT_Mesh.
MultiSkins
Type: Texture
Array size: 8
RenderIteratorClass
Type: class<RenderIterator>
class to instantiate as the actor's RenderInterface
ScaleGlow
Type: float
Multiplies lighting.
Default value: 1.0
Skin
Type: Texture
Special skin or enviro map texture.
Sprite
Type: Texture
Sprite texture if DrawType=DT_Sprite.
SpriteProjForward
Type: float
Default value: 32.0
Style
Type: ERenderStyle
Default value: STY_Normal
Texture
Type: Texture
Misc texture.
Default value: Texture'Engine.S_Actor'
VisibilityHeight
Type: float
cylinder. Zero=infinite visibility.
VisibilityRadius
Type: float
Actor is drawn if viewer is within its visibility
Property group 'Events'
Event
Type: name
The event this actor causes.
Tag
Type: name
Actor's tag name.
Property group 'Filter'
bDifficulty0
Type: bool
Appear in difficulty 0.
Default value: True
bDifficulty1
Type: bool
Appear in difficulty 1.
Default value: True
bDifficulty2
Type: bool
Appear in difficulty 2.
Default value: True
bDifficulty3
Type: bool
Appear in difficulty 3.
Default value: True
bNet
Type: bool
Appear in regular network play.
Default value: True
bNetSpecial
Type: bool
Default value: True
bSinglePlayer
Type: bool
Appear in single player.
Default value: True
OddsOfAppearing
Type: float
Default value: 1.0
Property group 'LightColor'
LightBrightness
Type: byte
LightHue
Type: byte
LightSaturation
Type: byte
Property group 'Lighting'
bActorShadows
Type: bool
Light casts actor shadows.
bCorona
Type: bool
Light uses Skin as a corona.
bLensFlare
Type: bool
bSpecialLit
Type: bool
Only affects special-lit surfaces.
LightCone
Type: byte
LightEffect
Type: ELightEffect
LightPeriod
Type: byte
LightPhase
Type: byte
LightRadius
Type: byte
LightType
Type: ELightType
VolumeBrightness
Type: byte
VolumeFog
Type: byte
VolumeRadius
Type: byte
Property group 'Movement'
AttachTag
Type: name
bBounce
Type: bool
Bounces when hits ground fast.
bFixedRotationDir
Type: bool
Fixed direction of rotation.
bRotateToDesired
Type: bool
Rotate to DesiredRotation.
Buoyancy
Type: float
Water buoyancy.
DesiredRotation
Type: Object.Rotator
Physics will rotate pawn to this if bRotateToDesired.
Location
Type: Object.Vector
Modifiers: const
Actor's location; use Move to set.
Mass
Type: float
Mass of this actor.
Default value: 100.0
Physics
Type: EPhysics
Modifiers: const
Rotation
Type: Object.Rotator
Modifiers: const
Rotation.
RotationRate
Type: Object.Rotator
Change in rotation per second.
Velocity
Type: Object.Vector
Velocity.
Property group 'Networking'
NetPriority
Type: float
Higher priorities means update it more frequently.
Default value: 1.0
NetUpdateFrequency
Type: float
Default value: 100.0
RemoteRole
Type: ENetRole
Default value: ROLE_DumbProxy
Property group 'Object'
Group
Type: name
InitialState
Type: name
Property group 'Sound'
AmbientSound
Type: Sound
Ambient sound effect.
SoundPitch
Type: byte
Default value: 64
SoundRadius
Type: byte
Radius of ambient sound.
Default value: 32
SoundVolume
Type: byte
Volume of amient sound.
Default value: 128
TransientSoundRadius
Type: float
TransientSoundVolume
Type: float
Default value: 1.0