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UE2:Actor (U2)
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Object >> Actor |
Contents
- 1 Constants
- 2 Properties
- 3 Enums
- 4 Structs
- 5 Functions
- 5.1 Static native functions
- 5.2 Other static functions
- 5.2.1 AddActorAt
- 5.2.2 ColorBlack
- 5.2.3 ColorBlue
- 5.2.4 ColorBrown
- 5.2.5 ColorCyan
- 5.2.6 ColorDkblue
- 5.2.7 ColorDkcyan
- 5.2.8 ColorDkgreen
- 5.2.9 ColorDkgrey
- 5.2.10 ColorDkmagenta
- 5.2.11 ColorDkred
- 5.2.12 ColorDkyellow
- 5.2.13 ColorGreen
- 5.2.14 ColorGrey
- 5.2.15 ColorLtgrey
- 5.2.16 ColorMagenta
- 5.2.17 ColorOrange
- 5.2.18 ColorPink
- 5.2.19 ColorRed
- 5.2.20 ColorWhite
- 5.2.21 ColorYellow
- 5.2.22 DrawFace
- 5.2.23 DrawFaces
- 5.2.24 GetLocalString
- 5.2.25 MakeColor
- 5.2.26 ZapActor
- 5.3 Iterator functions
- 5.4 Latent functions
- 5.5 Native functions
- 5.6 Events
- 5.7 Other instance functions
- 6 Operators
- 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, UE2Runtime, UT2003, UT2004, U2XMP, UT3, UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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]
Face[edit]
Modifiers: native
- array<Object.Vector> Points
KRBVec[edit]
KRigidBodyState[edit]
- KRBVec Position
- Object.Quat Quaternion
- KRBVec LinVel
- KRBVec AngVel
LightRenderDataPtr[edit]
- int Ptr
PointRegion[edit]
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]
GetLocalString[edit]
static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
MakeColor[edit]
ZapActor[edit]
static function ZapActor (out Actor A)
Iterator functions[edit]
AllActors[edit]
native(304) final iterator function AllActors (class<Actor> BaseClass, out Actor Actor, optional name MatchTag)
BasedActors[edit]
native(306) final iterator function BasedActors (class<Actor> BaseClass, out Actor Actor)
ChildActors[edit]
native(305) final iterator function ChildActors (class<Actor> BaseClass, out Actor Actor)
CollidingActors[edit]
native(344) final iterator function CollidingActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)
DynamicActors[edit]
native(313) final iterator function DynamicActors (class<Actor> BaseClass, out Actor Actor, optional name MatchTag)
RadiusActors[edit]
native(310) final iterator function RadiusActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)
TouchingActors[edit]
native(307) final iterator function TouchingActors (class<Actor> BaseClass, out Actor Actor)
TraceActors[edit]
native(309) final iterator function TraceActors (class<Actor> BaseClass, 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<Actor> BaseClass, out Actor Actor, optional float Radius, optional Object.Vector Loc)
VisibleCollidingActors[edit]
native(312) final iterator function VisibleCollidingActors (class<Actor> BaseClass, 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]
Events[edit]
See Actor events.