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UE2:Actor (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor |
Contents
- 1 Constants
- 2 Properties
- 3 Enums
- 4 Structs
- 5 Functions
- 5.1 Static functions
- 5.2 Iterator functions
- 5.3 Latent functions
- 5.4 Native functions
- 5.5 Events
- 5.6 Other instance functions
- 5.6.1 BecomeViewTarget
- 5.6.2 CanSplash
- 5.6.3 DisplayDebug
- 5.6.4 EffectIsRelevant
- 5.6.5 GetCollisionExtent
- 5.6.6 GetDebugName
- 5.6.7 GetHumanReadableName
- 5.6.8 GetItemName
- 5.6.9 HurtRadius
- 5.6.10 IsInPain
- 5.6.11 IsInVolume
- 5.6.12 MatchStarting
- 5.6.13 NearSpot
- 5.6.14 PlayTeleportEffect
- 5.6.15 RenderOverlays
- 5.6.16 ReplaceText
- 5.6.17 Reset
- 5.6.18 SetDefaultDisplayProperties
- 5.6.19 SetDisplayProperties
- 5.6.20 SetGRI
- 5.6.21 StartInterpolation
- 5.6.22 TouchingActor
- 5.6.23 UntriggerEvent
- 5.6.24 UpdatePrecacheMaterials
- 5.6.25 UpdatePrecacheStaticMeshes
- 6 Operators
- 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, UT2003, U2, UT2004, U2XMP, 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
MAXSTEPHEIGHT
Value: 35.0
Maximum step height walkable by pawns
MINFLOORZ
Value: 0.7
Properties
See Actor properties.
Enums
See Actor enums.
Structs
ActorRenderDataPtr
- int Ptr
AnimRep
- 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
KRBVec
KRigidBodyState
- KRBVec Position
- Object.Quat Quaternion
- KRBVec LinVel
- KRBVec AngVel
LightRenderDataPtr
- int Ptr
PointRegion
ProjectorRenderInfoPtr
- int Ptr
StaticMeshProjectorRenderInfoPtr
- int Ptr
Functions
Static functions
GetLocalString
static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
Iterator functions
AllActors
native(304) final iterator function AllActors (class<Actor> BaseClass, out Actor Actor, optional name MatchTag)
BasedActors
native(306) final iterator function BasedActors (class<Actor> BaseClass, out Actor Actor)
ChildActors
native(305) final iterator function ChildActors (class<Actor> BaseClass, out Actor Actor)
CollidingActors
native(321) final iterator function CollidingActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)
DynamicActors
native(313) final iterator function DynamicActors (class<Actor> BaseClass, out Actor Actor, optional name MatchTag)
RadiusActors
native(310) final iterator function RadiusActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)
TouchingActors
native(307) final iterator function TouchingActors (class<Actor> BaseClass, out Actor Actor)
TraceActors
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
native(311) final iterator function VisibleActors (class<Actor> BaseClass, out Actor Actor, optional float Radius, optional Object.Vector Loc)
VisibleCollidingActors
native(312) final iterator function VisibleCollidingActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc, optional bool bIgnoreHidden)
Latent functions
FinishAnim
native(261) final latent function FinishAnim (optional int Channel)
FinishInterpolation
native(301) final latent function FinishInterpolation ()
Sleep
native(256) final latent function Sleep (float Seconds)
Native functions
Events
See Actor events.
Other instance functions
BecomeViewTarget
function BecomeViewTarget ()
CanSplash
function bool CanSplash ()
DisplayDebug
EffectIsRelevant
GetCollisionExtent
function Object.Vector GetCollisionExtent ()
GetDebugName
function string GetDebugName ()
GetHumanReadableName
simulated function string GetHumanReadableName ()
GetItemName
HurtRadius
simulated final function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, Object.Vector HitLocation)
IsInPain
function bool IsInPain ()
IsInVolume
MatchStarting
function MatchStarting ()
NearSpot
simulated final function bool NearSpot (Object.Vector Spot)
PlayTeleportEffect
RenderOverlays
function RenderOverlays (Canvas Canvas)
ReplaceText
Reset
function Reset ()
SetDefaultDisplayProperties
function SetDefaultDisplayProperties ()
SetDisplayProperties
SetGRI
function SetGRI (GameReplicationInfo GRI)
StartInterpolation
simulated function StartInterpolation ()
TouchingActor
simulated final function bool TouchingActor (Actor A)
UntriggerEvent
UpdatePrecacheMaterials
simulated function UpdatePrecacheMaterials ()
UpdatePrecacheStaticMeshes
simulated function UpdatePrecacheStaticMeshes ()