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UE2:Actor (UE2Runtime)

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UE2Runtime Object >> Actor
Package: 
Engine
Direct subclasses:
Keypoint, Light, AntiPortalActor, Brush, CarriedObject, NavigationPoint, StaticMeshActor, Controller, Note, DamageType, Decal, DecoVolumeObject, Decoration, Effects, Emitter, FluidSurfaceOscillator, HUD, Info, InventoryAttachment, Inventory, KActor, KRepulsor, KVehicleFactory, MatDemoActor, Mover, Pawn, Pickup, Projectile, Projector, SVehicleFactory, SpinnyWeap, Triggers, VehiclePart, AnimBrowserMesh
Known custom subclasses:
Round_Robin, PawnFactory, IncrementalTrigger
This class in other games:
RTNP, U1, UT, U2, U2XMP, 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]

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 

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 functions[edit]

GetLocalString[edit]

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


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(321) 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]

BecomeViewTarget[edit]

function BecomeViewTarget ()


CanSplash[edit]

function bool CanSplash ()


DisplayDebug[edit]

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)


EffectIsRelevant[edit]

simulated function bool EffectIsRelevant (Object.Vector SpawnLocation, bool bForceDedicated)


GetCollisionExtent[edit]

function Object.Vector GetCollisionExtent ()


GetDebugName[edit]

function string GetDebugName ()


GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()


GetItemName[edit]

function string GetItemName (string FullName)


HurtRadius[edit]

simulated final function HurtRadius (float DamageAmount, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation)


IsInPain[edit]

function bool IsInPain ()


IsInVolume[edit]

function bool IsInVolume (Volume aVolume)


MatchStarting[edit]

function MatchStarting ()


NearSpot[edit]

simulated final function bool NearSpot (Object.Vector Spot)


PlayTeleportEffect[edit]

function PlayTeleportEffect (bool bOut, bool bSound)


RenderOverlays[edit]

function RenderOverlays (Canvas Canvas)


ReplaceText[edit]

final function ReplaceText (out string Text, string Replace, string With)


Reset[edit]

function Reset ()


SetDefaultDisplayProperties[edit]

function SetDefaultDisplayProperties ()


SetDisplayProperties[edit]

function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting)


SetGRI[edit]

function SetGRI (GameReplicationInfo GRI)


StartInterpolation[edit]

simulated function StartInterpolation ()


TouchingActor[edit]

simulated final function bool TouchingActor (Actor A)


UntriggerEvent[edit]

function UntriggerEvent (name EventName, Actor Other, Pawn EventInstigator)


UpdatePrecacheMaterials[edit]

simulated function UpdatePrecacheMaterials ()


UpdatePrecacheStaticMeshes[edit]

simulated function UpdatePrecacheStaticMeshes ()


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)