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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

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

Internal variables

See Actor internal variables.