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UE2:Actor (UT2003)

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UT2003 Object >> Actor
Package: 
Engine
Direct subclasses:
HudOverlay, IonEffect, InventoryAttachment, AimedAttachment, AnimBrowserMesh, AntiPortalActor, Brush, VehiclePart, Controller, CrateActor, DamageType, Decal, DecoVolumeObject, Decoration, ShockCombo, Effects, Emitter, FluidSurfaceOscillator, Gib, Hud, Info, Note, Inventory, IonCannon, Projector, KActor, KVehicleFactory, Keypoint, Light, MatDemoActor, MeshEffect, Mover, NavigationPoint, ProjectileSpawner, Pawn, Pickup, PrecacheHack, Projectile, ShieldEffect, SpinnyWeap, StaticMeshActor, TankVictim, TransDummyBeacon, Triggers, VMeshActor, Vignette, WeaponFire, XEmitter, XMaterialController, XMaterialTrigger, XMutatorList, XPickUpBase, XProcMesh, XWeatherEffect
Known custom subclasses:
Round_Robin, PawnFactory, IncrementalTrigger
This class in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, 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]

pointer 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 

KSimParams[edit]

float GammaPerSec 
Relaxation constant. Making it larger pushes things apart harder when they penetrate.
float Epsilon 
Global constraint compliance. Making it larger makes contacts/joints softer.
float PenetrationOffset 
Resting penetration. Making this larger can reduce jiggling.
float PenetrationScale 
Artificially increase penetration - makes contacts 'stiffer'
float ContactSoftness 
Softness of just contact constraints.
float MaxPenetration 
Maximum penetration allowed.
float MaxTimestep 
Maximum timestep ever used to advance rigid body simulation.
float MaxKarmaSpeed 
Maximum allowed speed (unreal units) of any karma actor.
float MaxRagdollSpeed 
Maximum allowed speed (unreal units) of any karma ragdoll.

LightRenderDataPtr[edit]

pointer Ptr 

PointRegion[edit]

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

ProjectorRenderInfoPtr[edit]

pointer Ptr 

StaticMeshProjectorRenderInfoPtr[edit]

pointer 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)


SetOverlayMaterial[edit]

simulated function SetOverlayMaterial (Material mat, float time, bool bOverride)


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)