I'm a doctor, not a mechanic

UE2:Actor internal variables (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
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

Acceleration

Type: Object.Vector


ActorRenderData

Type: ActorRenderDataPtr

Modifiers: const, native


ActorTag

Type: int

Modifiers: const, native


AlignMeshNormal

Type: Object.Vector

Normal used to align mesh -- calculated internally but should be cleared if AlignMeshTraceVector cleared.

AlignMeshTraceOffset1

Type: Object.Vector

Offset of 1st patch point from which to trace relative to origin/rotation.

AlignMeshTraceOffset2

Type: Object.Vector

Offset of 2nd patch point from which to trace relative to origin/rotation.

AlignMeshTraceOffset3

Type: Object.Vector

Offset of 3rd patch point from which to trace relative to origin/rotation.

AlignMeshTraceVector

Type: Object.Vector

If set mesh will be aligned to normal found by tracing along this vector under "patch".

Attached

Type: array<Actor>

Modifiers: const

array of actors attached to this actor.

AttachmentBone

Type: name

Modifiers: const


bAlwaysRelevant

Type: bool

Always relevant for network.

bAlwaysTick

Type: bool

Modifiers: const

Update even when players-only.

bAnimByOwner

Type: bool

Animation dictated by owner.

bAnimFinished

Type: bool

Unlooped animation sequence has finished.

bAnimLoopFinished

Type: bool

NEW (mdf) used in engine with FinishAnim(false) to signal end of a loop without stopping it. //!!CDH: move into SimAnim?

bAnimNoExist

Type: bool

Modifiers: const

NEW (mjl) used so that animations which don't exist will still call FinishAnim one tick later.

Base

Type: Actor

Modifiers: const

Actor we're standing on.

bCanEncroachPlayer

Type: bool

NEW (mdf) allow some actors (usually scripted NPCs) to pass through players

bCanFallOutOfWorld

Type: bool

NEW (arl) suppress fell out of world message

bClientAnim

Type: bool

Don't replicate any animations - animation done client-side

bClientDemoNetFunc

Type: bool

Modifiers: const


bClientDemoRecording

Type: bool

Modifiers: const

True we are currently recording a client-side demo

bDemoRecording

Type: bool

Modifiers: const

True we are currently demo recording

bDestroyInPainVolume

Type: bool

destroy this actor if it enters a pain volume

bDisturbFluidSurface

Type: bool


bEditorPlaced

Type: bool

true if actor was placed in the editor

bEdSnap

Type: bool

Modifiers: transient

Should snap to grid in UnrealEd.

bHurtEntry

Type: bool

keep HurtRadius from being reentrant

bInterpolating

Type: bool

Performing interpolating.

bJustTeleported

Type: bool

Modifiers: const

Used by engine physics - not valid for scripts.

Default value: True

bLightChanged

Type: bool

Modifiers: transient


bMeshAlwaysRefresh

Type: bool

NEW (cdh) Always refresh script processes, even when not rendering

bNetDirty

Type: bool

Modifiers: const

set when any attribute is assigned a value in unrealscript, reset when the actor is replicated

bNetInitial

Type: bool

Modifiers: const

Initial network update.

bNetOptional

Type: bool

Modifiers: const

Actor should only be replicated if bandwidth available.

bNetOwner

Type: bool

Modifiers: const

Player owns this actor.

bNetRelevant

Type: bool

Modifiers: const

Actor is currently relevant. Only valid server side, only when replicating variables.

bNetTemporary

Type: bool

Modifiers: const

Tear-off simulation in network play.

bObsolete

Type: bool


bOnlyDirtyReplication

Type: bool


bOnlyOwnerSee

Type: bool

Only owner can see this actor.

bOrientOnSlope

Type: bool

when landing, orient base on slope of floor

bOwnerNoSee

Type: bool

Everything but the owner can see this actor.

bPathTemp

Type: bool

Modifiers: transient

Internal/path building

bPaused

Type: bool

NEW (mjl) if true, the actor is currently paused and not being updated remotely

bPendingDelete

Type: bool


bReplicateAnimations

Type: bool


bReplicateInstigator

Type: bool

Replicate instigator to client (used by bNetTemporary projectiles).

bReplicateMovement

Type: bool

if true, replicate movement/location related properties

Default value: True

Brush

Type: Model

Modifiers: const, export

Brush if DrawType=DT_Brush.

bSelected

Type: bool

Modifiers: const

Selected in UnrealEd.

bSkipActorPropertyReplication

Type: bool

if true, don't replicate actor class variables for this actor

bSpecialRotationRep

Type: bool

NEW (arl) Hack to override Rotation replication statement for ParticleSprayers.

bTearOff

Type: bool


bTempEditor

Type: bool

Modifiers: transient, const

Internal UnrealEd.

bTicked

Type: bool

Modifiers: transient, const

Actor has been updated.

bTimerLoop

Type: bool

Timer loops (else is one-shot).

bTrailerPrePivot

Type: bool

If PHYS_Trailer and true, offset from owner by PrePivot.

bTrailerSameRotation

Type: bool

If PHYS_Trailer and true, have same rotation as owner.

bTravel

Type: bool

Actor is capable of travelling among servers.

bUpdateSimulatedPosition

Type: bool

if true, update velocity/location after initialization for simulated proxies

bWorldGeometry

Type: bool

Collision and Physics treats this actor as world geometry

CollisionTag

Type: int

Modifiers: const, native


ColLocation

Type: Object.Vector

Modifiers: const


DebugAlignMeshLevel

Type: int


Deleted

Type: Actor

Modifiers: const


IndentStr

Type: string

Modifiers: private

NEW (mdf) Debug

Instigator

Type: Pawn

Pawn responsible for damage caused by this actor.

Inventory

Type: Inventory

Inventory chain.

LastRenderTime

Type: float

last time this actor was rendered.

LatentFloat

Type: float

Modifiers: const

Internal latent function use.

Leaves

Type: array<int>

Modifiers: transient


Level

Type: LevelInfo

Modifiers: const

Level this actor is on.

LightingTag

Type: int

Modifiers: const, native


LightRenderData

Type: LightRenderDataPtr

Modifiers: const, native


LightTag

Type: int

Modifiers: transient


MeshInstance

Type: MeshInstance

Modifiers: transient

Mesh instance.

MessageClass

Type: class<LocalMessage>


Default value: Class'Engine.LocalMessage'

MountOldLocation

Type: Object.Vector

Internal use, old location of actor.

MountOldRotation

Type: Object.Rotator


MountParentActor

Type: Actor

Actor that we are mounted to.

NetPriority

Type: float

Higher priorities means update it more frequently.

Default value: 1.0

NetTag

Type: int

Modifiers: const, transient


NetUpdateFrequency

Type: float


Default value: 100.0

nextParticleLight

Type: Actor

Modifiers: const


Owner

Type: Actor

Modifiers: const

Owner actor.

PendingTouch

Type: Actor

Actor touched during move which wants to add an effect after the movement completes

PhysicsVolume

Type: PhysicsVolume

Modifiers: const

physics volume this actor is currently in

PrimaryDynamicLight

Type: Actor

Modifiers: const


PrimaryStaticLight

Type: Actor

Modifiers: const

NEW (arl) Shadows

Projectors

Type: array<ProjectorRenderInfoPtr>

Modifiers: const, native

Projected textures on this actor

ProximityReticleOnEvents

Type: array<string>

Modifiers: const


Default value, index 0: "ProximityReticleCorners"

Default value, index 1: "ProximityReticleTopBars"

Region

Type: PointRegion

Modifiers: const

Region this actor is in.

RelativeLocation

Type: Object.Vector

Modifiers: const

location relative to base/bone (valid if base exists)

RelativeRotation

Type: Object.Rotator

Modifiers: const

rotation relative to base/bone (valid if base exists)

RemoteRole

Type: ENetRole


Default value: ROLE_DumbProxy

RenderInterface

Type: RenderIterator

Modifiers: transient


RenderRevision

Type: int

Modifiers: const, native


Role

Type: ENetRole


Default value: ROLE_Authority

SimAnim

Type: AnimRep

Modifiers: transient


StaticFilterState

Type: EFilterState

Modifiers: native


StaticMeshInstance

Type: StaticMeshInstance

Contains per-instance static mesh data, like static lighting data.

StaticMeshProjectors

Type: array<StaticMeshProjectorRenderInfoPtr>

Modifiers: const, native


StaticSectionBatches

Type: array<BatchReference>

Modifiers: const, native


TimerCounter

Type: float

Modifiers: const

Counts up until it reaches TimerRate.

TimerRate

Type: float

Timer event, 0=no timer.

Touching

Type: array<Actor>

Modifiers: const

List of touching actors.

TweenRate

Type: float

Tween-into rate.

UseReticleOnEvents

Type: array<string>

Modifiers: const

NEW (mib) UI

Default value, index 0: "UseReticleText"

Default value, index 1: "UseReticleCorners"

Default value, index 2: "UseReticleTopBars"

XLevel

Type: Level

Modifiers: transient, const

Level object.