Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:Actor instance functions (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Instance functions
- 1.1 BecomeViewTarget
- 1.2 BlocksShotAt
- 1.3 CanSplash
- 1.4 CheckForErrors
- 1.5 CheckMaxEffectDistance
- 1.6 DisplayDebug
- 1.7 EffectIsRelevant
- 1.8 GetCollisionExtent
- 1.9 GetDebugName
- 1.10 GetHumanReadableName
- 1.11 HealDamage
- 1.12 HurtRadius
- 1.13 IsInPain
- 1.14 IsInVolume
- 1.15 IsStationary
- 1.16 MatchStarting
- 1.17 NearSpot
- 1.18 NotifyLocalPlayerDead
- 1.19 NotifyLocalPlayerTeamReceived
- 1.20 PawnBaseDied
- 1.21 PlayTeleportEffect
- 1.22 POVChanged
- 1.23 PrecacheAnnouncer
- 1.24 RenderOverlays
- 1.25 Reset
- 1.26 SelfTriggered
- 1.27 SetDefaultDisplayProperties
- 1.28 SetDelayedDamageInstigatorController
- 1.29 SetDisplayProperties
- 1.30 SetGRI
- 1.31 SetOverlayMaterial
- 1.32 StartInterpolation
- 1.33 TeamLink
- 1.34 TimerPop
- 1.35 TouchingActor
- 1.36 UntriggerEvent
- 1.37 UpdateAnnouncements
- 1.38 UpdatePrecacheMaterials
- 1.39 UpdatePrecacheStaticMeshes
- Actor instance functions in other games:
- U2, U2XMP, UT3, UDK
- Other member categories for this class:
- 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]
BecomeViewTarget[edit]
function BecomeViewTarget ()
BlocksShotAt[edit]
CanSplash[edit]
simulated function bool CanSplash ()
CheckForErrors[edit]
function bool CheckForErrors ()
CheckMaxEffectDistance[edit]
DisplayDebug[edit]
EffectIsRelevant[edit]
GetCollisionExtent[edit]
function Object.Vector GetCollisionExtent ()
GetDebugName[edit]
function string GetDebugName ()
GetHumanReadableName[edit]
simulated function string GetHumanReadableName ()
HealDamage[edit]
HurtRadius[edit]
simulated function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, Object.Vector HitLocation)
IsInPain[edit]
function bool IsInPain ()
IsInVolume[edit]
IsStationary[edit]
function bool IsStationary ()
MatchStarting[edit]
function MatchStarting ()
NearSpot[edit]
simulated final function bool NearSpot (Object.Vector Spot)
NotifyLocalPlayerDead[edit]
function NotifyLocalPlayerDead (PlayerController PC)
NotifyLocalPlayerTeamReceived[edit]
function NotifyLocalPlayerTeamReceived ()
PawnBaseDied[edit]
function PawnBaseDied ()
PlayTeleportEffect[edit]
POVChanged[edit]
function POVChanged (PlayerController PC, bool bBehindViewChanged)
PrecacheAnnouncer[edit]
simulated function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)
RenderOverlays[edit]
function RenderOverlays (Canvas Canvas)
Reset[edit]
function Reset ()
SelfTriggered[edit]
function bool SelfTriggered ()
SetDefaultDisplayProperties[edit]
function SetDefaultDisplayProperties ()
SetDelayedDamageInstigatorController[edit]
function SetDelayedDamageInstigatorController (Controller C)
SetDisplayProperties[edit]
SetGRI[edit]
function SetGRI (GameReplicationInfo GRI)
SetOverlayMaterial[edit]
StartInterpolation[edit]
simulated function StartInterpolation ()
TeamLink[edit]
TimerPop[edit]
simulated function TimerPop (VolumeTimer T)
TouchingActor[edit]
UntriggerEvent[edit]
UpdateAnnouncements[edit]
simulated function UpdateAnnouncements ()
UpdatePrecacheMaterials[edit]
simulated function UpdatePrecacheMaterials ()
UpdatePrecacheStaticMeshes[edit]
simulated function UpdatePrecacheStaticMeshes ()