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UE2:Actor internal variables (UT2004)

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UT2004 Object >> Actor (internal variables)

Contents

Actor internal variables in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT3, UDK
Other member categories for this class:
enums, events, instance functions, native functions, properties

Internal variables[edit]

Acceleration[edit]

Type: Object.Vector

Acceleration as amount of change to Velocity per second.

AccumKarmaAngleError[edit]

Type: float


ActorRenderData[edit]

Type: ActorRenderDataPtr

Modifiers: const, native


Attached[edit]

Type: array<Actor>

Modifiers: const

List of actors attached to this actor. Those actors have this actor as their Base.

AttachmentBone[edit]

Type: name

Modifiers: const

Name of the bone on the Base's skeletal mesh to which this actor is attached. 'None' if attached to Base's center or not attached at all.

bAlreadyPrecachedMaterials[edit]

Type: bool


bAlreadyPrecachedMeshes[edit]

Type: bool


bAlwaysRelevant[edit]

Type: bool

Always relevant for replication.

bAlwaysTick[edit]

Type: bool

Modifiers: const

Keep ticking this actor even when the game is paused.

bAlwaysZeroBoneOffset[edit]

Type: bool

if true, offset always zero when attached to skeletalmesh

bAnimByOwner[edit]

Type: bool

Animation dictated by owner.

Base[edit]

Type: Actor

Modifiers: const

Actor this actor is attached to.

bBadStateCode[edit]

Type: bool


bBlockPlayers[edit]

Type: bool

OBSOLETE - no longer used

bBlockProjectiles[edit]

Type: bool

hack for Paladin shield

bBlocksTeleport[edit]

Type: bool


bCanBeDamaged[edit]

Type: bool

can take damage

bClientAnim[edit]

Type: bool

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

bClientAuthoritative[edit]

Type: bool

Modifiers: const


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

bClientTrigger[edit]

Type: bool

replicated property used to trigger client side ClientTrigger() event

bCollideWorld[edit]

Type: bool

Collides with the world.

bCompressedPosition[edit]

Type: bool

used by networking code to flag compressed position replication

bDeleteMe[edit]

Type: bool

Modifiers: const

Set to True right before the Destroy() function returns. (see What happens when an Actor is destroyed)

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

bDetailAttachment[edit]

Type: bool

Modifiers: const


bDisturbFluidSurface[edit]

Type: bool

Cause ripples when in contact with FluidSurface.

bDramaticLighting[edit]

Type: bool


bEdSnap[edit]

Type: bool

Modifiers: transient

Should snap to grid in UnrealEd.

bForceSkelUpdate[edit]

Type: bool

update skeleton (and attached actor positions) even if not rendered

bHurtEntry[edit]

Type: bool

keep HurtRadius from being reentrant

bIgnoreOutOfWorld[edit]

Type: bool

Don't destroy if enters zone zero

bIgnoreVehicles[edit]

Type: bool

Ignore collisions between vehicles and this actor (only relevant if bIgnoreEncroachers is false)

bInterpolating[edit]

Type: bool

Performing interpolating.

bJustTeleported[edit]

Type: bool

Modifiers: const


Default value: True

bLightChanged[edit]

Type: bool

Recalculate this light's lighting now.

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

Actor wants PostNetReceived() notifications.

bNetOwner[edit]

Type: bool

Modifiers: const

Player owns this actor.

bNetRelevant[edit]

Type: bool

Modifiers: const

Not implemented, always returns False.

bNetTemporary[edit]

Type: bool

Modifiers: const

Tear-off simulation in network play.

bNoRepMesh[edit]

Type: bool

don't replicate mesh

bNotifyLocalPlayerTeamReceived[edit]

Type: bool

wants NotifyLocalPlayerTeamReceived()

bNotOnDedServer[edit]

Type: bool

destroy if on dedicated server and RemoteRole == ROLE_None (emitters, etc.)

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.

bShouldStopKarma[edit]

Type: bool

Modifiers: transient, const

Internal.

bShowOctreeNodes[edit]

Type: bool


bSkipActorPropertyReplication[edit]

Type: bool

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

bSmoothKarmaStateUpdates[edit]

Type: bool


Default value: True

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).

bTraceWater[edit]

Type: bool

if true, trace() by this actor returns collisions with water volumes

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

bUseCollisionStaticMesh[edit]

Type: bool


bWasSNFiltered[edit]

Type: bool

Mainly for debugging - the way this actor was inserted into Octree.

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.

FluidSurfaceShootStrengthMod[edit]

Type: float

if bDisturbFluidSurface == true, FluidSurface's ShootStrength is multiplied by this before doing the ripples

Default value: 1.0

HardRelMatrix[edit]

Type: Object.Matrix

Modifiers: const


HighDetailOverlay[edit]

Type: Material

if high detail mode, use this overlay when no other overlay is active

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]

Type: array<int>

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 net updates per seconds.

Default value: 100.0

NetUpdateTime[edit]

Type: float

Time of next replicated variable update. Set this to a time in the past (e.g. Level.TimeSeconds - 1) to force immediate 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]

Type: array<pointer>

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

Remote network role. This is automatically exchanged with Role on the client if the actor is replicated.

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

Local network role. This is automatically exchanged with RemoteRole on the client if the actor is replicated.

Default value: ROLE_Authority

SimAnim[edit]

Type: AnimRep


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]

Type: array<Actor>

Modifiers: const

List of touching actors.

XLevel[edit]

Type: Level

Modifiers: transient, const

Level object. (Not to be confused with the LevelInfo object accessible through the Level property.