UE2:Actor internal variables (UT2004)
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Internal variables
Acceleration
Type: Object.Vector
Acceleration as amount of change to Velocity per second.
AccumKarmaAngleError
Type: float
ActorRenderData
Type: ActorRenderDataPtr
Modifiers: const, native
Attached
Modifiers: const
List of actors attached to this actor. Those actors have this actor as their Base.
AttachmentBone
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
Type: bool
bAlreadyPrecachedMeshes
Type: bool
bAlwaysRelevant
Type: bool
Always relevant for replication.
bAlwaysTick
Type: bool
Modifiers: const
Keep ticking this actor even when the game is paused.
bAlwaysZeroBoneOffset
Type: bool
if true, offset always zero when attached to skeletalmesh
bAnimByOwner
Type: bool
Animation dictated by owner.
Base
Type: Actor
Modifiers: const
Actor this actor is attached to.
bBadStateCode
Type: bool
bBlockPlayers
Type: bool
OBSOLETE - no longer used
bBlockProjectiles
Type: bool
hack for Paladin shield
bBlocksTeleport
Type: bool
bCanBeDamaged
Type: bool
can take damage
bClientAnim
Type: bool
Don't replicate any animations - animation done client-side
bClientAuthoritative
Type: bool
Modifiers: const
bClientDemoNetFunc
Type: bool
Modifiers: const
True if we're client-side demo recording and this call originated from the remote.
bClientDemoRecording
Type: bool
Modifiers: const
True we are currently recording a client-side demo
bClientTrigger
Type: bool
replicated property used to trigger client side ClientTrigger() event
bCollideWorld
Type: bool
Collides with the world.
bCompressedPosition
Type: bool
used by networking code to flag compressed position replication
bDeleteMe
Type: bool
Modifiers: const
Set to True right before the Destroy() function returns. (see What happens when an Actor is destroyed)
bDemoOwner
Type: bool
Modifiers: const
Demo recording driver owns this actor.
bDemoRecording
Type: bool
Modifiers: const
True we are currently demo recording
bDestroyInPainVolume
Type: bool
destroy this actor if it enters a pain volume
bDetailAttachment
Type: bool
Modifiers: const
bDisturbFluidSurface
Type: bool
Cause ripples when in contact with FluidSurface.
bDramaticLighting
Type: bool
bEdSnap
Type: bool
Modifiers: transient
Should snap to grid in UnrealEd.
bForceSkelUpdate
Type: bool
update skeleton (and attached actor positions) even if not rendered
bHurtEntry
Type: bool
keep HurtRadius from being reentrant
bIgnoreOutOfWorld
Type: bool
Don't destroy if enters zone zero
bIgnoreVehicles
Type: bool
Ignore collisions between vehicles and this actor (only relevant if bIgnoreEncroachers is false)
bInterpolating
Type: bool
Performing interpolating.
bJustTeleported
Type: bool
Modifiers: const
Default value: True
bLightChanged
Type: bool
Recalculate this light's lighting now.
bNetDirty
Type: bool
Modifiers: transient, 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.
bNetInitialRotation
Type: bool
Modifiers: const
Should replicate initial rotation
bNetNotify
Type: bool
Actor wants PostNetReceived() notifications.
bNetOwner
Type: bool
Modifiers: const
Player owns this actor.
bNetRelevant
Type: bool
Modifiers: const
Not implemented, always returns False.
bNetTemporary
Type: bool
Modifiers: const
Tear-off simulation in network play.
bNoRepMesh
Type: bool
don't replicate mesh
bNotifyLocalPlayerTeamReceived
Type: bool
wants NotifyLocalPlayerTeamReceived()
bNotOnDedServer
Type: bool
destroy if on dedicated server and RemoteRole == ROLE_None (emitters, etc.)
bObsolete
Type: bool
actor is obsolete - warn level designers to remove it
bOnlyAffectPawns
Type: bool
Modifiers: const
Optimisation - only test ovelap against pawns. Used for influences etc.
bOnlyDirtyReplication
Type: bool
bOnlyDrawIfAttached
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
Type: bool
Only owner can see this actor.
bOnlyRelevantToOwner
Type: bool
this actor is only relevant to its owner.
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
bPendingDelete
Type: bool
bRepClientDemo
Type: bool
Modifiers: const
True if remote client is recording demo
bReplicateAnimations
Type: bool
Should replicate SimAnim
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.
bScriptInitialized
Type: bool
set to prevent re-initializing of actors spawned during level startup
bSelected
Type: bool
Modifiers: const
Selected in UnrealEd.
bShouldStopKarma
Type: bool
Modifiers: transient, const
Internal.
bShowOctreeNodes
Type: bool
bSkipActorPropertyReplication
Type: bool
if true, don't replicate actor class variables for this actor
bSmoothKarmaStateUpdates
Type: bool
Default value: True
bStatic
Type: bool
Modifiers: const
Does not move or change over time. Don't let L.D.s change this - screws up net play
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).
bTraceWater
Type: bool
if true, trace() by this actor returns collisions with water volumes
bTrailerAllowRotation
Type: bool
If PHYS_Trailer and want independent rotation control.
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
bUseCollisionStaticMesh
Type: bool
bWasSNFiltered
Type: bool
Mainly for debugging - the way this actor was inserted into Octree.
bWorldGeometry
Type: bool
Collision and Physics treats this actor as world geometry
CachedLocalToWorld
Type: Object.Matrix
CachedLocation
Type: Object.Vector
Modifiers: const
CachedRotation
Type: Object.Rotator
Modifiers: const
CollisionTag
Type: int
Modifiers: const, native
ColLocation
Type: Object.Vector
Modifiers: const
Actor's old location one move ago. Only for debugging
Deleted
Type: Actor
Modifiers: const
Next actor in just-deleted chain.
FluidSurfaceShootStrengthMod
Type: float
if bDisturbFluidSurface == true, FluidSurface's ShootStrength is multiplied by this before doing the ripples
Default value: 1.0
HardRelMatrix
Type: Object.Matrix
Modifiers: const
HighDetailOverlay
Type: Material
if high detail mode, use this overlay when no other overlay is active
Instigator
Type: Pawn
Pawn responsible for damage caused by this actor.
Inventory
Type: Inventory
Inventory chain.
JoinedTag
Type: int
Modifiers: const, transient
KStepTag
Type: int
Modifiers: const, native
LastRenderTime
Type: float
Modifiers: transient
last time this actor was rendered.
LatentFloat
Type: float
Modifiers: const
Leaves
Modifiers: transient
BSP leaves this actor is in.
Level
Type: LevelInfo
Modifiers: const
Level this actor is on.
LightRenderData
Type: LightRenderDataPtr
Modifiers: const, native
MeshInstance
Type: MeshInstance
Modifiers: transient
Mesh instance.
MessageClass
Type: class<LocalMessage>
Default value: Class'Engine.LocalMessage'
NetPriority
Type: float
Higher priorities means update it more frequently.
Default value: 1.0
NetTag
Type: int
Modifiers: const, transient
NetUpdateFrequency
Type: float
How many net updates per seconds.
Default value: 100.0
NetUpdateTime
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
Type: Object.Box
Modifiers: const, transient
Actor bounding box cached when added to Octree. Internal use only.
OctreeBoxCenter
Type: Object.Vector
Modifiers: const, transient
OctreeBoxRadii
Type: Object.Vector
Modifiers: const, transient
OctreeNodes
Modifiers: const, transient
Array of nodes of the octree Actor is currently in. Internal use only.
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
Projectors
Type: array<ProjectorRenderInfoPtr>
Modifiers: const, native
Projected textures on this actor
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
Remote network role. This is automatically exchanged with Role on the client if the actor is replicated.
Default value: ROLE_DumbProxy
RenderRevision
Type: int
Modifiers: const, native
RepSkin
Type: Material
replicated skin (sets Skins[0] if not none)
Role
Type: ENetRole
Local network role. This is automatically exchanged with RemoteRole on the client if the actor is replicated.
Default value: ROLE_Authority
SimAnim
Type: AnimRep
StaticFilterState
Type: EFilterState
Modifiers: const, 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
Modifiers: const
List of touching actors.
XLevel
Type: Level
Modifiers: transient, const
Level object. (Not to be confused with the LevelInfo object accessible through the Level property.