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UE2:Actor internal variables (UE2Runtime)
Contents
- 1 Internal variables
- 1.1 Acceleration
- 1.2 ActorRenderData
- 1.3 Attached
- 1.4 AttachmentBone
- 1.5 bAlwaysRelevant
- 1.6 bAlwaysTick
- 1.7 bAlwaysZeroBoneOffset
- 1.8 bAnimByOwner
- 1.9 Base
- 1.10 bCanBeDamaged
- 1.11 bClientAnim
- 1.12 bClientDemoNetFunc
- 1.13 bClientDemoRecording
- 1.14 bCompressedPosition
- 1.15 bDeleteMe
- 1.16 bDemoOwner
- 1.17 bDemoRecording
- 1.18 bDestroyInPainVolume
- 1.19 bDisturbFluidSurface
- 1.20 bEdSnap
- 1.21 bHurtEntry
- 1.22 bIgnoreOutOfWorld
- 1.23 bInterpolating
- 1.24 bJustTeleported
- 1.25 bLightChanged
- 1.26 bNetDirty
- 1.27 bNetInitial
- 1.28 bNetInitialRotation
- 1.29 bNetNotify
- 1.30 bNetOwner
- 1.31 bNetRelevant
- 1.32 bNetTemporary
- 1.33 bNoRepMesh
- 1.34 bObsolete
- 1.35 bOnlyAffectPawns
- 1.36 bOnlyDirtyReplication
- 1.37 bOnlyDrawIfAttached
- 1.38 bOnlyOwnerSee
- 1.39 bOnlyRelevantToOwner
- 1.40 bOrientOnSlope
- 1.41 bOwnerNoSee
- 1.42 bPathTemp
- 1.43 bPendingDelete
- 1.44 bRepClientDemo
- 1.45 bReplicateAnimations
- 1.46 bReplicateInstigator
- 1.47 bReplicateMovement
- 1.48 Brush
- 1.49 bScriptInitialized
- 1.50 bSelected
- 1.51 bShowOctreeNodes
- 1.52 bSkipActorPropertyReplication
- 1.53 bStatic
- 1.54 bTearOff
- 1.55 bTempEditor
- 1.56 bTicked
- 1.57 bTimerLoop
- 1.58 bTrailerAllowRotation
- 1.59 bTrailerPrePivot
- 1.60 bTrailerSameRotation
- 1.61 bTravel
- 1.62 bUpdateSimulatedPosition
- 1.63 bWasSNFiltered
- 1.64 bWorldGeometry
- 1.65 CachedLocalToWorld
- 1.66 CachedLocation
- 1.67 CachedRotation
- 1.68 CollisionTag
- 1.69 ColLocation
- 1.70 Deleted
- 1.71 HardRelMatrix
- 1.72 Instigator
- 1.73 Inventory
- 1.74 JoinedTag
- 1.75 KStepTag
- 1.76 LastRenderTime
- 1.77 LatentFloat
- 1.78 Leaves
- 1.79 Level
- 1.80 LightRenderData
- 1.81 MeshInstance
- 1.82 MessageClass
- 1.83 NetPriority
- 1.84 NetTag
- 1.85 NetUpdateFrequency
- 1.86 NetUpdateTime
- 1.87 OctreeBox
- 1.88 OctreeBoxCenter
- 1.89 OctreeBoxRadii
- 1.90 OctreeNodes
- 1.91 Owner
- 1.92 PendingTouch
- 1.93 PhysicsVolume
- 1.94 Projectors
- 1.95 Region
- 1.96 RelativeLocation
- 1.97 RelativeRotation
- 1.98 RemoteRole
- 1.99 RenderRevision
- 1.100 RepSkin
- 1.101 Role
- 1.102 SimAnim
- 1.103 StaticFilterState
- 1.104 StaticMeshInstance
- 1.105 StaticMeshProjectors
- 1.106 StaticSectionBatches
- 1.107 TimerCounter
- 1.108 TimerRate
- 1.109 Touching
- 1.110 XLevel
- Actor internal variables in other games:
- RTNP, U1, UT, U2, U2XMP, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- enums, events, 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. |
Internal variables[edit]
Acceleration[edit]
Type: Object.Vector
Acceleration.
ActorRenderData[edit]
Type: ActorRenderDataPtr
Modifiers: const, native
Attached[edit]
Modifiers: const
array of actors attached to this actor.
AttachmentBone[edit]
Type: name
Modifiers: const
name of bone to which actor is attached (if attached to center of base, ==)
bAlwaysRelevant[edit]
Type: bool
Always relevant for network.
bAlwaysTick[edit]
Type: bool
Modifiers: const
bAlwaysZeroBoneOffset[edit]
Type: bool
bAnimByOwner[edit]
Type: bool
Animation dictated by owner.
Base[edit]
Type: Actor
Modifiers: const
Actor we're standing on.
bCanBeDamaged[edit]
Type: bool
can take damage
bClientAnim[edit]
Type: bool
Don't replicate any animations - animation done client-side
bClientDemoNetFunc[edit]
Type: bool
Modifiers: const
True if we're client-side demo recording and this call originated from the remote.
bClientDemoRecording[edit]
Type: bool
Modifiers: const
True we are currently recording a client-side demo
bCompressedPosition[edit]
Type: bool
used by networking code to flag compressed position replication
bDeleteMe[edit]
Type: bool
Modifiers: const
About to be deleted.
bDemoOwner[edit]
Type: bool
Modifiers: const
Demo recording driver owns this actor.
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
Cause ripples when in contact with FluidSurface.
bEdSnap[edit]
Type: bool
Modifiers: transient
Should snap to grid in UnrealEd.
bHurtEntry[edit]
Type: bool
keep HurtRadius from being reentrant
bIgnoreOutOfWorld[edit]
Type: bool
Don't destroy if enters zone zero
bInterpolating[edit]
Type: bool
Performing interpolating.
bJustTeleported[edit]
Type: bool
Modifiers: const
Default value: True
bLightChanged[edit]
Type: bool
bNetDirty[edit]
Type: bool
Modifiers: transient, 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.
bNetInitialRotation[edit]
Type: bool
Modifiers: const
Should replicate initial rotation
bNetNotify[edit]
Type: bool
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.
bNoRepMesh[edit]
Type: bool
bObsolete[edit]
Type: bool
actor is obsolete - warn level designers to remove it
bOnlyAffectPawns[edit]
Type: bool
Modifiers: const
Optimisation - only test ovelap against pawns. Used for influences etc.
bOnlyDirtyReplication[edit]
Type: bool
bOnlyDrawIfAttached[edit]
Type: bool
don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched)
bOnlyOwnerSee[edit]
Type: bool
Only owner can see this actor.
bOnlyRelevantToOwner[edit]
Type: bool
this actor is only relevant to its owner.
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
bPendingDelete[edit]
Type: bool
bRepClientDemo[edit]
Type: bool
Modifiers: const
True if remote client is recording demo
bReplicateAnimations[edit]
Type: bool
Should replicate SimAnim
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.
bScriptInitialized[edit]
Type: bool
set to prevent re-initializing of actors spawned during level startup
bSelected[edit]
Type: bool
Modifiers: const
Selected in UnrealEd.
bShowOctreeNodes[edit]
Type: bool
bSkipActorPropertyReplication[edit]
Type: bool
if true, don't replicate actor class variables for this actor
bStatic[edit]
Type: bool
Modifiers: const
Does not move or change over time. Don't let L.D.s change this - screws up net play
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).
bTrailerAllowRotation[edit]
Type: bool
If PHYS_Trailer and want independent rotation control.
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
bWasSNFiltered[edit]
Type: bool
bWorldGeometry[edit]
Type: bool
Collision and Physics treats this actor as world geometry
CachedLocalToWorld[edit]
Type: Object.Matrix
CachedLocation[edit]
Type: Object.Vector
Modifiers: const
CachedRotation[edit]
Type: Object.Rotator
Modifiers: const
CollisionTag[edit]
Type: int
Modifiers: const, native
ColLocation[edit]
Type: Object.Vector
Modifiers: const
Actor's old location one move ago. Only for debugging
Deleted[edit]
Type: Actor
Modifiers: const
Next actor in just-deleted chain.
HardRelMatrix[edit]
Type: Object.Matrix
Modifiers: const
Instigator[edit]
Type: Pawn
Pawn responsible for damage caused by this actor.
Inventory[edit]
Type: Inventory
Inventory chain.
JoinedTag[edit]
Type: int
Modifiers: const, transient
KStepTag[edit]
Type: int
Modifiers: const, native
LastRenderTime[edit]
Type: float
Modifiers: transient
last time this actor was rendered.
LatentFloat[edit]
Type: float
Modifiers: const
Leaves[edit]
Modifiers: transient
BSP leaves this actor is in.
Level[edit]
Type: LevelInfo
Modifiers: const
Level this actor is on.
LightRenderData[edit]
Type: LightRenderDataPtr
Modifiers: const, native
MeshInstance[edit]
Type: MeshInstance
Modifiers: transient
Mesh instance.
MessageClass[edit]
Type: class<LocalMessage>
Default value: Class'Engine.LocalMessage'
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
How many seconds between net updates.
Default value: 100.0
NetUpdateTime[edit]
Type: float
Modifiers: const
time of last update
OctreeBox[edit]
Type: Object.Box
Modifiers: const, transient
Actor bounding box cached when added to Octree. Internal use only.
OctreeBoxCenter[edit]
Type: Object.Vector
Modifiers: const, transient
OctreeBoxRadii[edit]
Type: Object.Vector
Modifiers: const, transient
OctreeNodes[edit]
Modifiers: const, transient
Array of nodes of the octree Actor is currently in. Internal use only.
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
Projectors[edit]
Type: array<ProjectorRenderInfoPtr>
Modifiers: const, native
Projected textures on this actor
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
RenderRevision[edit]
Type: int
Modifiers: const, native
RepSkin[edit]
Type: Material
replicated skin (sets Skins[0] if not none)
Role[edit]
Type: ENetRole
Default value: ROLE_Authority
SimAnim[edit]
Type: AnimRep
Modifiers: transient
StaticFilterState[edit]
Type: EFilterState
Modifiers: const, 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.
XLevel[edit]
Type: Level
Modifiers: transient, const
Level object.