Gah - a solution with more questions. – EntropicLqd
UE2:Actor properties (U2)
Contents
- 1 Properties
- 1.1 Property group 'Advanced'
- 1.1.1 bCanBeBaseForPawns
- 1.1.2 bCanTeleport
- 1.1.3 bCollideWhenPlacing
- 1.1.4 bDirectional
- 1.1.5 bDontBatch
- 1.1.6 bEdShouldSnap
- 1.1.7 bGameRelevant
- 1.1.8 bHidden
- 1.1.9 bHiddenEd
- 1.1.10 bHiddenEdGroup
- 1.1.11 bHighDetail
- 1.1.12 bLockLocation
- 1.1.13 bMovable
- 1.1.14 bNoDelete
- 1.1.15 bShouldBaseAtStartup
- 1.1.16 bShowUseReticle
- 1.1.17 bStasis
- 1.1.18 bSuperHighDetail
- 1.1.19 bUsable
- 1.1.20 LifeSpan
- 1.1.21 NetDependents
- 1.2 Property group 'Collision'
- 1.2.1 bAutoAlignToTerrain
- 1.2.2 bBlockActors
- 1.2.3 bBlockKarma
- 1.2.4 bBlockNonZeroExtentTraces
- 1.2.5 bBlockPlayers
- 1.2.6 bBlockZeroExtentTraces
- 1.2.7 bCanMantle
- 1.2.8 bCollideActors
- 1.2.9 bCollideWorld
- 1.2.10 bPathColliding
- 1.2.11 bProjTarget
- 1.2.12 bUseCylinderCollision
- 1.2.13 CollisionHeight
- 1.2.14 CollisionRadius
- 1.3 Property group 'Display'
- 1.3.1 AlternateSkins
- 1.3.2 AmbientGlow
- 1.3.3 AntiPortal
- 1.3.4 bAcceptsProjectors
- 1.3.5 bDisableSorting
- 1.3.6 bShadowCast
- 1.3.7 bStaticLighting
- 1.3.8 bUnlit
- 1.3.9 bUseDynamicLights
- 1.3.10 bUseLightingFromBase
- 1.3.11 CullDistance
- 1.3.12 DrawScale
- 1.3.13 DrawScale3D
- 1.3.14 DrawType
- 1.3.15 ForcedVisibilityZoneTag
- 1.3.16 LODBias
- 1.3.17 MaxLights
- 1.3.18 Mesh
- 1.3.19 PrePivot
- 1.3.20 RepSkinIndex
- 1.3.21 ScaleGlow
- 1.3.22 Skins
- 1.3.23 SpecialDisplayFlags
- 1.3.24 StaticMesh
- 1.3.25 Style
- 1.3.26 Texture
- 1.4 Property group 'Events'
- 1.5 Property group 'Force'
- 1.6 Property group 'Karma'
- 1.7 Property group 'LightColor'
- 1.8 Property group 'Lighting'
- 1.9 Property group 'Movement'
- 1.10 Property group 'Object'
- 1.11 Property group 'Sound'
- 1.12 Internal variables
- 1.1 Property group 'Advanced'
- Actor properties in other games:
- RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- enums, events, instance functions, internal variables, native functions
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Properties[edit]
Property group 'Advanced'[edit]
bCanBeBaseForPawns[edit]
Type: bool
NEW (mdf) Pawn's should be launched off this actor if they stand/land on it (moved here from Pawn)
Default value: True
bCanTeleport[edit]
Type: bool
This actor can be teleported.
bCollideWhenPlacing[edit]
Type: bool
This actor collides with the world when placing.
bDirectional[edit]
Type: bool
Actor shows direction arrow during editing.
bDontBatch[edit]
Type: bool
bEdShouldSnap[edit]
Type: bool
Snap to grid in editor.
bGameRelevant[edit]
Type: bool
Always relevant for game
bHidden[edit]
Type: bool
Is hidden during gameplay.
bHiddenEd[edit]
Type: bool
Is hidden during editing.
bHiddenEdGroup[edit]
Type: bool
Is hidden by the group brower.
bHighDetail[edit]
Type: bool
Only show up in high or super high detail mode.
bLockLocation[edit]
Type: bool
Prevent the actor from being moved in the editor.
bMovable[edit]
Type: bool
Actor can be moved.
Default value: True
bNoDelete[edit]
Type: bool
Modifiers: const
Cannot be deleted during play.
bShouldBaseAtStartup[edit]
Type: bool
if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating
bShowUseReticle[edit]
Type: bool
For usable actors, Visual display shown when this is true
Default value: True
bStasis[edit]
Type: bool
In StandAlone games, turn off if not in a recently rendered zone turned off if bStasis and physics = PHYS_None or PHYS_Rotating.
bSuperHighDetail[edit]
Type: bool
Only show up in super high detail mode.
bUsable[edit]
Type: bool
Anyone can use this actor when this is true
LifeSpan[edit]
Type: float
How old the object lives before dying, 0=forever.
NetDependents[edit]
Property group 'Collision'[edit]
bAutoAlignToTerrain[edit]
Type: bool
Auto-align to terrain in the editor
bBlockActors[edit]
Type: bool
Blocks other nonplayer actors.
bBlockKarma[edit]
Type: bool
Modifiers: const
Block actors being simulated with Karma.
bBlockNonZeroExtentTraces[edit]
Type: bool
block non-zero extent actors/traces
Default value: True
bBlockPlayers[edit]
Type: bool
Blocks other player actors.
bBlockZeroExtentTraces[edit]
Type: bool
block zero extent actors/traces
Default value: True
bCanMantle[edit]
Type: bool
Default value: True
bCollideActors[edit]
Type: bool
Modifiers: const
Collides with other actors.
bCollideWorld[edit]
Type: bool
Collides with the world.
bPathColliding[edit]
Type: bool
this actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)
bProjTarget[edit]
Type: bool
Projectiles should potentially target this actor.
bUseCylinderCollision[edit]
Type: bool
Force axis aligned cylinder collision (useful for static mesh pickups, etc.)
CollisionHeight[edit]
Type: float
Modifiers: const
Default value: 22.0
CollisionRadius[edit]
Type: float
Modifiers: const
Radius of collision cyllinder.
Default value: 22.0
Property group 'Display'[edit]
AlternateSkins[edit]
Multiple skin support - not replicated.
AmbientGlow[edit]
Type: byte
Ambient brightness, or 255=pulsing.
AntiPortal[edit]
Type: ConvexVolume
Convex volume used for DT_AntiPortal
bAcceptsProjectors[edit]
Type: bool
Projectors can project onto this actor
Default value: True
bDisableSorting[edit]
Type: bool
Manual override for translucent material sorting.
bShadowCast[edit]
Type: bool
Casts static shadows.
bStaticLighting[edit]
Type: bool
Uses raytraced lighting.
bUnlit[edit]
Type: bool
Lights don't affect actor.
bUseDynamicLights[edit]
Type: bool
Default value: True
bUseLightingFromBase[edit]
Type: bool
CullDistance[edit]
Type: float
0 == no distance cull, < 0 only drawn at distance > 0 cull at distance
DrawScale[edit]
Type: float
Modifiers: const
Scaling factor, 1.0=normal size.
Default value: 1.0
DrawScale3D[edit]
Type: Object.Vector
Modifiers: const
Scaling vector, (1.0,1.0,1.0)=normal size.
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
DrawType[edit]
Type: EDrawType
Modifiers: const
Default value: DT_Sprite
ForcedVisibilityZoneTag[edit]
Type: name
Modifiers: const
LODBias[edit]
Type: float
Default value: 1.0
MaxLights[edit]
Type: byte
Limit to hardware lights active on this primitive.
Default value: 4
Mesh[edit]
Type: Mesh
Mesh if DrawType=DT_Mesh. //NEW (mdf) removed const
PrePivot[edit]
Type: Object.Vector
Offset from box center for drawing.
RepSkinIndex[edit]
Type: int
skin index to replicate
ScaleGlow[edit]
Type: float
Default value: 1.0
Skins[edit]
Multiple skin support - not replicated.
SpecialDisplayFlags[edit]
Type: int
NEW (mdf) support showing Actor CC etc.
StaticMesh[edit]
Type: StaticMesh
Modifiers: const
Style[edit]
Type: ERenderStyle
Default value: STY_Normal
Texture[edit]
Type: Material
Sprite texture.if DrawType=DT_Sprite
Default value: Texture'Engine.S_Actor'
Property group 'Events'[edit]
Event[edit]
Type: name
The event this actor causes.
Tag[edit]
Type: name
Actor's tag name.
Property group 'Force'[edit]
ForceRadius[edit]
Type: float
ForceScale[edit]
Type: float
ForceType[edit]
Type: EForceType
Property group 'Karma'[edit]
KParams[edit]
Type: KarmaParamsCollision
Modifiers: export, editinline
Parameters for Karma Collision/Dynamics.
Property group 'LightColor'[edit]
LightBrightness[edit]
Type: float
LightHue[edit]
Type: byte
LightSaturation[edit]
Type: byte
Property group 'Lighting'[edit]
bActorShadows[edit]
Type: bool
Light casts actor shadows.
bCorona[edit]
Type: bool
Light uses Skin as a corona.
bDynamicLight[edit]
Type: bool
This light is dynamic.
bLightingVisibility[edit]
Type: bool
Calculate lighting visibility for this actor with line checks.
Default value: True
bSpecialLit[edit]
Type: bool
Only affects special-lit surfaces.
LightCone[edit]
Type: byte
LightEffect[edit]
Type: ELightEffect
LightPeriod[edit]
Type: byte
LightPhase[edit]
Type: byte
LightRadius[edit]
Type: float
LightType[edit]
Type: ELightType
Property group 'Movement'[edit]
AttachTag[edit]
Type: name
bBounce[edit]
Type: bool
Bounces when hits ground fast.
bFixedRotationDir[edit]
Type: bool
Fixed direction of rotation.
bHardAttach[edit]
Type: bool
bIgnoreEncroachers[edit]
Type: bool
Ignore collisions between movers and
bRotateToDesired[edit]
Type: bool
Rotate to DesiredRotation.
Buoyancy[edit]
Type: float
Water buoyancy.
DesiredRotation[edit]
Type: Object.Rotator
Physics will smoothly rotate actor to this rotation if bRotateToDesired.
Location[edit]
Type: Object.Vector
Modifiers: const
Actor's location; use Move to set.
Mass[edit]
Type: float
Mass of this actor.
Default value: 100.0
Physics[edit]
Type: EPhysics
Modifiers: const
Rotation[edit]
Type: Object.Rotator
Modifiers: const
Rotation.
RotationRate[edit]
Type: Object.Rotator
Change in rotation per second.
Velocity[edit]
Type: Object.Vector
Velocity.
Property group 'Object'[edit]
Group[edit]
Type: name
InitialState[edit]
Type: name
Property group 'Sound'[edit]
AmbientSound[edit]
Type: Sound
Ambient sound effect.
bFullVolume[edit]
Type: bool
SoundOcclusion[edit]
Type: ESoundOcclusion
Sound occlusion approach.
SoundPitch[edit]
Type: byte
Default value: 64
SoundRadius[edit]
Type: float
Radius of ambient sound.
Default value: 64.0
SoundVolume[edit]
Type: byte
Volume of ambient sound.
Default value: 128
TransientSoundRadius[edit]
Type: float
Default value: 300.0
TransientSoundVolume[edit]
Type: float
default sound volume for regular sounds (can be overridden in playsound)
Default value: 0.3