Gah - a solution with more questions. – EntropicLqd
UE2:Actor internal variables (U2XMP)
Contents
- 1 Internal variables
- 1.1 Acceleration
- 1.2 ActorRenderData
- 1.3 ActorTag
- 1.4 AlignMeshNormal
- 1.5 AlignMeshTraceOffset1
- 1.6 AlignMeshTraceOffset2
- 1.7 AlignMeshTraceOffset3
- 1.8 AlignMeshTraceVector
- 1.9 Attached
- 1.10 AttachmentBone
- 1.11 bAlwaysRelevant
- 1.12 bAlwaysTick
- 1.13 bAnimByOwner
- 1.14 bAnimFinished
- 1.15 bAnimLoopFinished
- 1.16 bAnimNoExist
- 1.17 Base
- 1.18 bCanEncroachPlayer
- 1.19 bCanFallOutOfWorld
- 1.20 bClientAnim
- 1.21 bClientDemoNetFunc
- 1.22 bClientDemoRecording
- 1.23 bDemoRecording
- 1.24 bDestroyInPainVolume
- 1.25 bDisturbFluidSurface
- 1.26 bEditorPlaced
- 1.27 bEdSnap
- 1.28 bHurtEntry
- 1.29 bInterpolating
- 1.30 bJustTeleported
- 1.31 bLightChanged
- 1.32 bMeshAlwaysRefresh
- 1.33 bNetDirty
- 1.34 bNetInitial
- 1.35 bNetOptional
- 1.36 bNetOwner
- 1.37 bNetRelevant
- 1.38 bNetTemporary
- 1.39 bObsolete
- 1.40 bOnlyDirtyReplication
- 1.41 bOnlyOwnerSee
- 1.42 bOrientOnSlope
- 1.43 bOwnerNoSee
- 1.44 bPathTemp
- 1.45 bPaused
- 1.46 bPendingDelete
- 1.47 bReplicateAnimations
- 1.48 bReplicateInstigator
- 1.49 bReplicateMovement
- 1.50 Brush
- 1.51 bSelected
- 1.52 bSkipActorPropertyReplication
- 1.53 bSpecialRotationRep
- 1.54 bTearOff
- 1.55 bTempEditor
- 1.56 bTicked
- 1.57 bTimerLoop
- 1.58 bTrailerPrePivot
- 1.59 bTrailerSameRotation
- 1.60 bTravel
- 1.61 bUpdateSimulatedPosition
- 1.62 bWorldGeometry
- 1.63 CollisionTag
- 1.64 ColLocation
- 1.65 DebugAlignMeshLevel
- 1.66 Deleted
- 1.67 IndentStr
- 1.68 Instigator
- 1.69 Inventory
- 1.70 LastRenderTime
- 1.71 LatentFloat
- 1.72 Leaves
- 1.73 Level
- 1.74 LightingTag
- 1.75 LightRenderData
- 1.76 LightTag
- 1.77 MeshInstance
- 1.78 MessageClass
- 1.79 MountOldLocation
- 1.80 MountOldRotation
- 1.81 MountParentActor
- 1.82 NetPriority
- 1.83 NetTag
- 1.84 NetUpdateFrequency
- 1.85 nextParticleLight
- 1.86 Owner
- 1.87 PendingTouch
- 1.88 PhysicsVolume
- 1.89 PrimaryDynamicLight
- 1.90 PrimaryStaticLight
- 1.91 Projectors
- 1.92 ProximityReticleOnEvents
- 1.93 Region
- 1.94 RelativeLocation
- 1.95 RelativeRotation
- 1.96 RemoteRole
- 1.97 RenderInterface
- 1.98 RenderRevision
- 1.99 Role
- 1.100 SimAnim
- 1.101 StaticFilterState
- 1.102 StaticMeshInstance
- 1.103 StaticMeshProjectors
- 1.104 StaticSectionBatches
- 1.105 TimerCounter
- 1.106 TimerRate
- 1.107 Touching
- 1.108 TweenRate
- 1.109 UseReticleOnEvents
- 1.110 XLevel
- Actor internal variables in other games:
- RTNP, U1, UT, U2, UE2Runtime, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- constants, enums, events, instance functions, native functions, properties
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Internal variables[edit]
Acceleration[edit]
Type: Object.Vector
ActorRenderData[edit]
Type: ActorRenderDataPtr
Modifiers: const, native
ActorTag[edit]
Type: int
Modifiers: const, native
AlignMeshNormal[edit]
Type: Object.Vector
Normal used to align mesh -- calculated internally but should be cleared if AlignMeshTraceVector cleared.
AlignMeshTraceOffset1[edit]
Type: Object.Vector
Offset of 1st patch point from which to trace relative to origin/rotation.
AlignMeshTraceOffset2[edit]
Type: Object.Vector
Offset of 2nd patch point from which to trace relative to origin/rotation.
AlignMeshTraceOffset3[edit]
Type: Object.Vector
Offset of 3rd patch point from which to trace relative to origin/rotation.
AlignMeshTraceVector[edit]
Type: Object.Vector
If set mesh will be aligned to normal found by tracing along this vector under "patch".
Attached[edit]
Modifiers: const
array of actors attached to this actor.
AttachmentBone[edit]
Type: name
Modifiers: const
bAlwaysRelevant[edit]
Type: bool
Always relevant for network.
bAlwaysTick[edit]
Type: bool
Modifiers: const
Update even when players-only.
bAnimByOwner[edit]
Type: bool
Animation dictated by owner.
bAnimFinished[edit]
Type: bool
Unlooped animation sequence has finished.
bAnimLoopFinished[edit]
Type: bool
NEW (mdf) used in engine with FinishAnim(false) to signal end of a loop without stopping it. //!!CDH: move into SimAnim?
bAnimNoExist[edit]
Type: bool
Modifiers: const
NEW (mjl) used so that animations which don't exist will still call FinishAnim one tick later.
Base[edit]
Type: Actor
Modifiers: const
Actor we're standing on.
bCanEncroachPlayer[edit]
Type: bool
NEW (mdf) allow some actors (usually scripted NPCs) to pass through players
bCanFallOutOfWorld[edit]
Type: bool
NEW (arl) suppress fell out of world message
bClientAnim[edit]
Type: bool
Don't replicate any animations - animation done client-side
bClientDemoNetFunc[edit]
Type: bool
Modifiers: const
bClientDemoRecording[edit]
Type: bool
Modifiers: const
True we are currently recording a client-side demo
bDemoRecording[edit]
Type: bool
Modifiers: const
True we are currently demo recording
bDestroyInPainVolume[edit]
Type: bool
destroy this actor if it enters a pain volume
bDisturbFluidSurface[edit]
Type: bool
bEditorPlaced[edit]
Type: bool
true if actor was placed in the editor
bEdSnap[edit]
Type: bool
Modifiers: transient
Should snap to grid in UnrealEd.
bHurtEntry[edit]
Type: bool
keep HurtRadius from being reentrant
bInterpolating[edit]
Type: bool
Performing interpolating.
bJustTeleported[edit]
Type: bool
Modifiers: const
Used by engine physics - not valid for scripts.
Default value: True
bLightChanged[edit]
Type: bool
Modifiers: transient
bMeshAlwaysRefresh[edit]
Type: bool
NEW (cdh) Always refresh script processes, even when not rendering
bNetDirty[edit]
Type: bool
Modifiers: const
set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
bNetInitial[edit]
Type: bool
Modifiers: const
Initial network update.
bNetOptional[edit]
Type: bool
Modifiers: const
Actor should only be replicated if bandwidth available.
bNetOwner[edit]
Type: bool
Modifiers: const
Player owns this actor.
bNetRelevant[edit]
Type: bool
Modifiers: const
Actor is currently relevant. Only valid server side, only when replicating variables.
bNetTemporary[edit]
Type: bool
Modifiers: const
Tear-off simulation in network play.
bObsolete[edit]
Type: bool
bOnlyDirtyReplication[edit]
Type: bool
bOnlyOwnerSee[edit]
Type: bool
Only owner can see this actor.
bOrientOnSlope[edit]
Type: bool
when landing, orient base on slope of floor
bOwnerNoSee[edit]
Type: bool
Everything but the owner can see this actor.
bPathTemp[edit]
Type: bool
Modifiers: transient
Internal/path building
bPaused[edit]
Type: bool
NEW (mjl) if true, the actor is currently paused and not being updated remotely
bPendingDelete[edit]
Type: bool
bReplicateAnimations[edit]
Type: bool
bReplicateInstigator[edit]
Type: bool
Replicate instigator to client (used by bNetTemporary projectiles).
bReplicateMovement[edit]
Type: bool
if true, replicate movement/location related properties
Default value: True
Brush[edit]
Type: Model
Modifiers: const, export
Brush if DrawType=DT_Brush.
bSelected[edit]
Type: bool
Modifiers: const
Selected in UnrealEd.
bSkipActorPropertyReplication[edit]
Type: bool
if true, don't replicate actor class variables for this actor
bSpecialRotationRep[edit]
Type: bool
NEW (arl) Hack to override Rotation replication statement for ParticleSprayers.
bTearOff[edit]
Type: bool
bTempEditor[edit]
Type: bool
Modifiers: transient, const
Internal UnrealEd.
bTicked[edit]
Type: bool
Modifiers: transient, const
Actor has been updated.
bTimerLoop[edit]
Type: bool
Timer loops (else is one-shot).
bTrailerPrePivot[edit]
Type: bool
If PHYS_Trailer and true, offset from owner by PrePivot.
bTrailerSameRotation[edit]
Type: bool
If PHYS_Trailer and true, have same rotation as owner.
bTravel[edit]
Type: bool
Actor is capable of travelling among servers.
bUpdateSimulatedPosition[edit]
Type: bool
if true, update velocity/location after initialization for simulated proxies
bWorldGeometry[edit]
Type: bool
Collision and Physics treats this actor as world geometry
CollisionTag[edit]
Type: int
Modifiers: const, native
ColLocation[edit]
Type: Object.Vector
Modifiers: const
DebugAlignMeshLevel[edit]
Type: int
Deleted[edit]
Type: Actor
Modifiers: const
IndentStr[edit]
Type: string
Modifiers: private
NEW (mdf) Debug
Instigator[edit]
Type: Pawn
Pawn responsible for damage caused by this actor.
Inventory[edit]
Type: Inventory
Inventory chain.
LastRenderTime[edit]
Type: float
last time this actor was rendered.
LatentFloat[edit]
Type: float
Modifiers: const
Internal latent function use.
Leaves[edit]
Modifiers: transient
Level[edit]
Type: LevelInfo
Modifiers: const
Level this actor is on.
LightingTag[edit]
Type: int
Modifiers: const, native
LightRenderData[edit]
Type: LightRenderDataPtr
Modifiers: const, native
LightTag[edit]
Type: int
Modifiers: transient
MeshInstance[edit]
Type: MeshInstance
Modifiers: transient
Mesh instance.
MessageClass[edit]
Type: class<LocalMessage>
Default value: Class'Engine.LocalMessage'
MountOldLocation[edit]
Type: Object.Vector
Internal use, old location of actor.
MountOldRotation[edit]
Type: Object.Rotator
MountParentActor[edit]
Type: Actor
Actor that we are mounted to.
NetPriority[edit]
Type: float
Higher priorities means update it more frequently.
Default value: 1.0
NetTag[edit]
Type: int
Modifiers: const, transient
NetUpdateFrequency[edit]
Type: float
Default value: 100.0
nextParticleLight[edit]
Type: Actor
Modifiers: const
Owner[edit]
Type: Actor
Modifiers: const
Owner actor.
PendingTouch[edit]
Type: Actor
Actor touched during move which wants to add an effect after the movement completes
PhysicsVolume[edit]
Type: PhysicsVolume
Modifiers: const
physics volume this actor is currently in
PrimaryDynamicLight[edit]
Type: Actor
Modifiers: const
PrimaryStaticLight[edit]
Type: Actor
Modifiers: const
NEW (arl) Shadows
Projectors[edit]
Type: array<ProjectorRenderInfoPtr>
Modifiers: const, native
Projected textures on this actor
ProximityReticleOnEvents[edit]
Modifiers: const
Default value, index 0: "ProximityReticleCorners"
Default value, index 1: "ProximityReticleTopBars"
Region[edit]
Type: PointRegion
Modifiers: const
Region this actor is in.
RelativeLocation[edit]
Type: Object.Vector
Modifiers: const
location relative to base/bone (valid if base exists)
RelativeRotation[edit]
Type: Object.Rotator
Modifiers: const
rotation relative to base/bone (valid if base exists)
RemoteRole[edit]
Type: ENetRole
Default value: ROLE_DumbProxy
RenderInterface[edit]
Type: RenderIterator
Modifiers: transient
RenderRevision[edit]
Type: int
Modifiers: const, native
Role[edit]
Type: ENetRole
Default value: ROLE_Authority
SimAnim[edit]
Type: AnimRep
Modifiers: transient
StaticFilterState[edit]
Type: EFilterState
Modifiers: native
StaticMeshInstance[edit]
Type: StaticMeshInstance
Contains per-instance static mesh data, like static lighting data.
StaticMeshProjectors[edit]
Type: array<StaticMeshProjectorRenderInfoPtr>
Modifiers: const, native
StaticSectionBatches[edit]
Type: array<BatchReference>
Modifiers: const, native
TimerCounter[edit]
Type: float
Modifiers: const
Counts up until it reaches TimerRate.
TimerRate[edit]
Type: float
Timer event, 0=no timer.
Touching[edit]
Modifiers: const
List of touching actors.
TweenRate[edit]
Type: float
Tween-into rate.
UseReticleOnEvents[edit]
Modifiers: const
NEW (mib) UI
Default value, index 0: "UseReticleText"
Default value, index 1: "UseReticleCorners"
Default value, index 2: "UseReticleTopBars"
XLevel[edit]
Type: Level
Modifiers: transient, const
Level object.