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UE2:Actor (U2XMP)
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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 GetItemName
- 5.2.23 GetLocalString
- 5.2.24 ID
- 5.2.25 MakeColor
- 5.2.26 OD
- 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:
- Mover, CoverProxy, ActorRotator, AntiPortalActor, Brush, Controller, DamageType, Decal, Decoration, DialogProxy, Dialog, ScratchPad, Effects, ElectricGenerator, Emitter, EnergySource, FlameDamager, FluidSurfaceOscillator, ForceWallCollider, HUD, HallCannon, IKTrailer, Info, InventoryAttachment, Inventory, KActor, Keypoint, LegendActorComponent, Light, Line, NavigationPoint, NewWind, Note, P_LaserSpot, ParticleLoader, ParticleColliderDisc, ParticleColliderSphere, ParticleGenerator, ParticleRef, ParticleSprayer, Pawn, Pickup, ProjectileSoundProxy, Projectile, Projector, PrototypeAssets, Replicator, Shianship01, SoundSlotTimerListInterf, StaticMeshActor, SunLight, TestCrash, Triggers, U2Troopship, U2UseManager, UtilGame, Util, VehiclePart, VoiceList, WaveGenerator, Waypoint
- Known custom subclasses:
- Round_Robin, PawnFactory, IncrementalTrigger
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2, UT2004, UT3, UDK
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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]
See Actor constants.
Properties[edit]
See Actor properties.
Enums[edit]
See Actor enums.
Structs[edit]
ActorList[edit]
- name ListName
- name for quick look-up of actor lists
- array<ActorType> ActorTypes
- the various types of actors which should be included in the List
- array<Actor> List
- the actual list of actors
ActorRenderDataPtr[edit]
- int Ptr
ActorType[edit]
- Class ClassType
- the class name (not an actual class) of the actor
- bool bExcludeSubclasses
- whether it should include subclasses of the ClassName as well
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
AnimStruct[edit]
BatchReference[edit]
CheckResult[edit]
- Object Next
- IteratorList*
- Actor Actor
- Object.Vector Location
- Location of the hit in coordinate system of the returner.
- Object.Vector Normal
- Normal vector in coordinate system of the returner. Zero=none.
- Primitive Primitive
- Actor primitive which was hit, or NULL=none.
- float Time
- Time until hit, if line check.
- int Item
- Primitive data item which was hit, INDEX_NONE=none.
- Material Material
- Material cached by LineCheck()
Face[edit]
- array<Object.Vector> Points
LightRenderDataPtr[edit]
- int Ptr
PointRegion[edit]
ProjectorRenderInfoPtr[edit]
- int Ptr
StaticMeshProjectorRenderInfoPtr[edit]
- int Ptr
TCollision[edit]
Modifiers: native
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 ()
GetItemName[edit]
GetLocalString[edit]
static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
ID[edit]
static final function ID ()
MakeColor[edit]
OD[edit]
static final function OD ()
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 simulated 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, optional float Radius, optional Object.Vector Loc)
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]
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.