Mostly Harmless

UE2:Actor properties (U2)

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U2 Object >> Actor (properties)

Contents

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

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]

Type: array<Actor>


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]

Type: array<Material>

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]

Type: array<Material>

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

Internal variables[edit]

See Actor internal variables.