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UE2:Actor instance functions (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Instance functions
- 1.1 AutoDestroy
- 1.2 BecomeViewTarget
- 1.3 BeginEvent
- 1.4 BM
- 1.5 BroadcastLocalizedMessage
- 1.6 CanHit
- 1.7 CanSplash
- 1.8 DialogInitiate
- 1.9 DialogPause
- 1.10 DialogSetEndingFocus
- 1.11 DialogSetFocus
- 1.12 DialogTerminate
- 1.13 DialogUnPause
- 1.14 DisplayDebug
- 1.15 DM
- 1.16 DMAssert
- 1.17 DMN
- 1.18 DMT
- 1.19 DMTN
- 1.20 DMTNS
- 1.21 DTM
- 1.22 EndEvent
- 1.23 FindActorByTag
- 1.24 GetAgentAnimInfo
- 1.25 GetAgentInputInfo
- 1.26 GetCommandLine
- 1.27 GetDescription
- 1.28 GetHumanReadableName
- 1.29 GetSkill
- 1.30 HurtRadius
- 1.31 IsDetailLevelOK
- 1.32 IsDifficultyOK
- 1.33 IsGoreOK
- 1.34 IsInPain
- 1.35 IsInVolume
- 1.36 IsNPC
- 1.37 IsPlayer
- 1.38 IsRealPlayer
- 1.39 IsUsable
- 1.40 KilledBy
- 1.41 MatchStarting
- 1.42 MountSetParent
- 1.43 MoveAttachment
- 1.44 NearSpot
- 1.45 NotifyGoreDetailChanged
- 1.46 NotifyLog
- 1.47 NotifyPlaySound
- 1.48 NotifyPlaySoundRadius
- 1.49 NotifyUnuse
- 1.50 OnUnuse
- 1.51 OnUse
- 1.52 PlusDir
- 1.53 PostTeleport
- 1.54 PreparedForDialog
- 1.55 PreTeleport
- 1.56 ReplaceText
- 1.57 Reset
- 1.58 SetDefaultDisplayProperties
- 1.59 SetDisplayProperties
- 1.60 ShouldDestroy
- 1.61 StartInterpolation
- 1.62 StopMovement
- 1.63 TakeDamage
- 1.64 TM
- 1.65 TouchingActor
- 1.66 Trigger
- 1.67 UnTrigger
- 1.68 UntriggerEvent
- 1.69 UsedBy
- Actor instance functions in other games:
- U2, UT2004, UT3, UDK
- Other member categories for this class:
- constants, enums, events, internal variables, native functions, properties
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. |
Instance functions[edit]
AutoDestroy[edit]
function AutoDestroy ()
BecomeViewTarget[edit]
function BecomeViewTarget ()
BeginEvent[edit]
function BeginEvent ()
BM[edit]
simulated final function BM (coerce string Msg)
BroadcastLocalizedMessage[edit]
function BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
CanHit[edit]
function bool CanHit (Controller AttackingController)
CanSplash[edit]
function bool CanSplash ()
DialogInitiate[edit]
DialogPause[edit]
function DialogPause ()
DialogSetEndingFocus[edit]
function DialogSetEndingFocus (Actor FocusActor)
DialogSetFocus[edit]
function DialogSetFocus (Actor FocusActor)
DialogTerminate[edit]
function DialogTerminate ()
DialogUnPause[edit]
function DialogUnPause ()
DisplayDebug[edit]
DM[edit]
simulated final function DM (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
DMAssert[edit]
DMN[edit]
simulated final function DMN (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
DMT[edit]
simulated final function DMT (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
DMTN[edit]
simulated final function DMTN (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
DMTNS[edit]
simulated function final DMTNS (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
DTM[edit]
EndEvent[edit]
function EndEvent ()
FindActorByTag[edit]
GetAgentAnimInfo[edit]
GetAgentInputInfo[edit]
GetCommandLine[edit]
function string GetCommandLine ()
GetDescription[edit]
function string GetDescription ()
GetHumanReadableName[edit]
function string GetHumanReadableName ()
GetSkill[edit]
function float GetSkill ()
HurtRadius[edit]
simulated final function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, Object.Vector HitLocation, optional bool bNoFalloff)
IsDetailLevelOK[edit]
function bool IsDetailLevelOK ()
IsDifficultyOK[edit]
function bool IsDifficultyOK ()
IsGoreOK[edit]
function bool IsGoreOK ()
IsInPain[edit]
function bool IsInPain ()
IsInVolume[edit]
IsNPC[edit]
function bool IsNPC ()
IsPlayer[edit]
function bool IsPlayer ()
IsRealPlayer[edit]
function bool IsRealPlayer ()
IsUsable[edit]
KilledBy[edit]
function KilledBy (Pawn EventInstigator)
MatchStarting[edit]
function MatchStarting ()
MountSetParent[edit]
function MountSetParent (Actor InParent)
MoveAttachment[edit]
simulated final function MoveAttachment (string Parms)
NearSpot[edit]
simulated final function bool NearSpot (Object.Vector Spot)
NotifyGoreDetailChanged[edit]
function NotifyGoreDetailChanged (byte NewGoreDetailLevel)
NotifyLog[edit]
simulated final function NotifyLog (string Msg)
NotifyPlaySound[edit]
simulated final function NotifyPlaySound (string SoundStr)
NotifyPlaySoundRadius[edit]
NotifyUnuse[edit]
function NotifyUnuse (Actor Other)
OnUnuse[edit]
function OnUnuse (Actor Other)
OnUse[edit]
function OnUse (Actor Other)
PlusDir[edit]
PostTeleport[edit]
function PostTeleport (Teleporter OutTeleporter)
PreparedForDialog[edit]
function bool PreparedForDialog ()
PreTeleport[edit]
function bool PreTeleport (Teleporter InTeleporter)
ReplaceText[edit]
Reset[edit]
function Reset ()
SetDefaultDisplayProperties[edit]
function SetDefaultDisplayProperties ()
SetDisplayProperties[edit]
ShouldDestroy[edit]
function bool ShouldDestroy ()
StartInterpolation[edit]
simulated function StartInterpolation ()
StopMovement[edit]
TakeDamage[edit]
function TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
TM[edit]
TouchingActor[edit]
Trigger[edit]
UnTrigger[edit]
UntriggerEvent[edit]
UsedBy[edit]
function UsedBy (Pawn user)