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UE2:Actor (U2)

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U2 Object >> Actor
Package: 
Engine
Direct subclasses:
Light, ParticleLoader, VehiclePart, AnimBrowserMesh, AntiPortalActor, Util, Brush, CarriedObject, CollisionProxy, Controller, UseProxy, DamageType, Decal, DecoVolumeObject, Decoration, FluidSurfaceOscillator, Effects, ElectricGenerator, HackEffectProxy, HackEffect, HackTrigger, ParticleRef, Info, InventoryAttachment, Inventory, JuggernautTireArm, JuggernautTurretBarrel, KActor, KRepulsor, Keypoint, Landmark, Loader, MatDemoActor, Mover, NavigationPoint, NewWind, Note, ParticleColliderDisc, ParticleColliderSphere, ParticleGenerator, Pawn, Pickup, Projectile, Projector, RaptorGrinder, ScoreKeeper, StaticMeshActor, Triggers, TripLaserProxy, TurretCam, TurretProxyBall, UtilGame, VehicleExplosion, VehicleFactory, XMPVehicleCab, XMPVehicleCabViewModel, XMPVehicleTurret
Known custom subclasses:
Round_Robin, PawnFactory, IncrementalTrigger
This class in other games:
RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3

Actor: The base class of all actors. Actor is the base class of all gameplay objects. A large number of properties, behaviors and interfaces are implemented in Actor, including:

- Display - Animation - Physics and world interaction - Making sounds - Networking properties - Actor creation and destruction - Triggering and timers - Actor iterator functions - Message broadcasting

This is a built-in Unreal class and it shouldn't be modified.

Constants[edit]

CCFloatHeight[edit]

Value: 6.0


DF_None[edit]

Value: 0x00000000


DF_Collision[edit]

Value: 0x00000001


MAXSTEPHEIGHT[edit]

Value: 35.0

Maximum step height walkable by pawns

MINFLOORZ[edit]

Value: 0.7


Properties[edit]

See Actor properties.

Enums[edit]

See Actor enums.

Structs[edit]

ActorRenderDataPtr[edit]

int Ptr 

AnimRep[edit]

name AnimSequence 
bool bAnimLoop 
byte AnimRate 
note that with compression, max replicated animrate is 4.0
byte AnimFrame 
byte TweenRate 
note that with compression, max replicated tweentime is 4 seconds

BatchReference[edit]

int BatchIndex 
int ElementIndex 

Face[edit]

Modifiers: native

array<Object.Vector> Points 

KRBVec[edit]

float
float
float

KRigidBodyState[edit]

KRBVec Position 
Object.Quat Quaternion 
KRBVec LinVel 
KRBVec AngVel 

LightRenderDataPtr[edit]

int Ptr 

PointRegion[edit]

ZoneInfo Zone 
Zone.
int iLeaf 
Bsp leaf.
byte ZoneNumber 
Zone number.

ProjectorRenderInfoPtr[edit]

int Ptr 

StaticMeshProjectorRenderInfoPtr[edit]

int Ptr 

Functions[edit]

Static native functions[edit]

AddActor[edit]

native static final function AddActor (Actor A, optional Object.Color C)


AddArrow[edit]

native static final function AddArrow (Object.Vector Start, Object.Vector End, optional Object.Color C)


AddBox[edit]

native static final function AddBox (Object.Vector Location, Object.Vector Extent, optional Object.Color C)


AddCylinder[edit]

native static final function AddCylinder (Object.Vector Location, float Radius, float Height, optional Object.Color C)


AddLine[edit]

native static final function AddLine (Object.Vector Start, Object.Vector End, optional Object.Color C)


Other static functions[edit]

AddActorAt[edit]

static final function AddActorAt (Actor A, Object.Vector TargetLocation, optional Object.Color C)


ColorBlack[edit]

static final function Object.Color ColorBlack ()


ColorBlue[edit]

static final function Object.Color ColorBlue ()


ColorBrown[edit]

static final function Object.Color ColorBrown ()


ColorCyan[edit]

static final function Object.Color ColorCyan ()


ColorDkblue[edit]

static final function Object.Color ColorDkblue ()


ColorDkcyan[edit]

static final function Object.Color ColorDkcyan ()


ColorDkgreen[edit]

static final function Object.Color ColorDkgreen ()


ColorDkgrey[edit]

static final function Object.Color ColorDkgrey ()


ColorDkmagenta[edit]

static final function Object.Color ColorDkmagenta ()


ColorDkred[edit]

static final function Object.Color ColorDkred ()


ColorDkyellow[edit]

static final function Object.Color ColorDkyellow ()


ColorGreen[edit]

static final function Object.Color ColorGreen ()


ColorGrey[edit]

static final function Object.Color ColorGrey ()


ColorLtgrey[edit]

static final function Object.Color ColorLtgrey ()


ColorMagenta[edit]

static final function Object.Color ColorMagenta ()


ColorOrange[edit]

static final function Object.Color ColorOrange ()


ColorPink[edit]

static final function Object.Color ColorPink ()


ColorRed[edit]

static final function Object.Color ColorRed ()


ColorWhite[edit]

static final function Object.Color ColorWhite ()


ColorYellow[edit]

static final function Object.Color ColorYellow ()


DrawFace[edit]

static final function DrawFace (Face F, Object.Color Clr)


DrawFaces[edit]

static final function DrawFaces (array<FaceFaces, Object.Color Clr)


GetLocalString[edit]

static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)


MakeColor[edit]

static final function Object.Color MakeColor (byte R, byte G, byte B, optional byte A)


ZapActor[edit]

static function ZapActor (out Actor A)


Iterator functions[edit]

AllActors[edit]

native(304) final iterator function AllActors (class<ActorBaseClass, out Actor Actor, optional name MatchTag)


BasedActors[edit]

native(306) final iterator function BasedActors (class<ActorBaseClass, out Actor Actor)


ChildActors[edit]

native(305) final iterator function ChildActors (class<ActorBaseClass, out Actor Actor)


CollidingActors[edit]

native(344) final iterator function CollidingActors (class<ActorBaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)


DynamicActors[edit]

native(313) final iterator function DynamicActors (class<ActorBaseClass, out Actor Actor, optional name MatchTag)


RadiusActors[edit]

native(310) final iterator function RadiusActors (class<ActorBaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)


TouchingActors[edit]

native(307) final iterator function TouchingActors (class<ActorBaseClass, out Actor Actor)


TraceActors[edit]

native(309) final iterator function TraceActors (class<ActorBaseClass, out Actor Actor, out Object.Vector HitLoc, out Object.Vector HitNorm, Object.Vector End, optional Object.Vector Start, optional Object.Vector Extent)


VisibleActors[edit]

native(311) final iterator function VisibleActors (class<ActorBaseClass, out Actor Actor, optional float Radius, optional Object.Vector Loc)


VisibleCollidingActors[edit]

native(312) final iterator function VisibleCollidingActors (class<ActorBaseClass, out Actor Actor, float Radius, optional Object.Vector Loc, optional bool bIgnoreHidden)


Latent functions[edit]

FinishAnim[edit]

native(261) final latent function FinishAnim (optional int Channel)


FinishInterpolation[edit]

native(301) final latent function FinishInterpolation ()


Sleep[edit]

native(256) final latent function Sleep (float Seconds)


Native functions[edit]

See Actor native functions.

Events[edit]

See Actor events.

Other instance functions[edit]

See Actor instance functions.

Operators[edit]

color * float[edit]

native(552) static final operator(16) Object.Color * (Object.Color A, float B)


float * color[edit]

native(550) static final operator(16) Object.Color * (float A, Object.Color B)


color + color[edit]

native(551) static final operator(20) Object.Color + (Object.Color A, Object.Color B)


color - color[edit]

native(549) static final operator(20) Object.Color - (Object.Color A, Object.Color B)