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UE2:Actor internal variables (U2XMP)

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U2XMP Object >> Actor (internal variables)

Contents

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

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]

Type: array<Actor>

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]

Type: array<int>

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]

Type: array<string>

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]

Type: array<Actor>

Modifiers: const

List of touching actors.

TweenRate[edit]

Type: float

Tween-into rate.

UseReticleOnEvents[edit]

Type: array<string>

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.