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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

Property group 'Advanced'

bCanBeBaseForPawns

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

Type: bool

This actor can be teleported.

bCollideWhenPlacing

Type: bool

This actor collides with the world when placing.

bDirectional

Type: bool

Actor shows direction arrow during editing.

bDontBatch

Type: bool


bEdShouldSnap

Type: bool

Snap to grid in editor.

bGameRelevant

Type: bool

Always relevant for game

bHidden

Type: bool

Is hidden during gameplay.

bHiddenEd

Type: bool

Is hidden during editing.

bHiddenEdGroup

Type: bool

Is hidden by the group brower.

bHighDetail

Type: bool

Only show up in high or super high detail mode.

bLockLocation

Type: bool

Prevent the actor from being moved in the editor.

bMovable

Type: bool

Actor can be moved.

Default value: True

bNoDelete

Type: bool

Modifiers: const

Cannot be deleted during play.

bShouldBaseAtStartup

Type: bool

if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating

bShowUseReticle

Type: bool

For usable actors, Visual display shown when this is true

Default value: True

bStasis

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

Type: bool

Only show up in super high detail mode.

bUsable

Type: bool

Anyone can use this actor when this is true

LifeSpan

Type: float

How old the object lives before dying, 0=forever.

NetDependents

Type: array<Actor>


Property group 'Collision'

bAutoAlignToTerrain

Type: bool

Auto-align to terrain in the editor

bBlockActors

Type: bool

Blocks other nonplayer actors.

bBlockKarma

Type: bool

Modifiers: const

Block actors being simulated with Karma.

bBlockNonZeroExtentTraces

Type: bool

block non-zero extent actors/traces

Default value: True

bBlockPlayers

Type: bool

Blocks other player actors.

bBlockZeroExtentTraces

Type: bool

block zero extent actors/traces

Default value: True

bCanMantle

Type: bool


Default value: True

bCollideActors

Type: bool

Modifiers: const

Collides with other actors.

bCollideWorld

Type: bool

Collides with the world.

bPathColliding

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

Type: bool

Projectiles should potentially target this actor.

bUseCylinderCollision

Type: bool

Force axis aligned cylinder collision (useful for static mesh pickups, etc.)

CollisionHeight

Type: float

Modifiers: const


Default value: 22.0

CollisionRadius

Type: float

Modifiers: const

Radius of collision cyllinder.

Default value: 22.0

Property group 'Display'

AlternateSkins

Type: array<Material>

Multiple skin support - not replicated.

AmbientGlow

Type: byte

Ambient brightness, or 255=pulsing.

AntiPortal

Type: ConvexVolume

Convex volume used for DT_AntiPortal

bAcceptsProjectors

Type: bool

Projectors can project onto this actor

Default value: True

bDisableSorting

Type: bool

Manual override for translucent material sorting.

bShadowCast

Type: bool

Casts static shadows.

bStaticLighting

Type: bool

Uses raytraced lighting.

bUnlit

Type: bool

Lights don't affect actor.

bUseDynamicLights

Type: bool


Default value: True

bUseLightingFromBase

Type: bool


CullDistance

Type: float

0 == no distance cull, < 0 only drawn at distance > 0 cull at distance

DrawScale

Type: float

Modifiers: const

Scaling factor, 1.0=normal size.

Default value: 1.0

DrawScale3D

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

Type: EDrawType

Modifiers: const


Default value: DT_Sprite

ForcedVisibilityZoneTag

Type: name

Modifiers: const


LODBias

Type: float


Default value: 1.0

MaxLights

Type: byte

Limit to hardware lights active on this primitive.

Default value: 4

Mesh

Type: Mesh

Mesh if DrawType=DT_Mesh. //NEW (mdf) removed const

PrePivot

Type: Object.Vector

Offset from box center for drawing.

RepSkinIndex

Type: int

skin index to replicate

ScaleGlow

Type: float


Default value: 1.0

Skins

Type: array<Material>

Multiple skin support - not replicated.

SpecialDisplayFlags

Type: int

NEW (mdf) support showing Actor CC etc.

StaticMesh

Type: StaticMesh

Modifiers: const


Style

Type: ERenderStyle


Default value: STY_Normal

Texture

Type: Material

Sprite texture.if DrawType=DT_Sprite

Default value: Texture'Engine.S_Actor'

Property group 'Events'

Event

Type: name

The event this actor causes.

Tag

Type: name

Actor's tag name.

Property group 'Force'

ForceRadius

Type: float


ForceScale

Type: float


ForceType

Type: EForceType


Property group 'Karma'

KParams

Type: KarmaParamsCollision

Modifiers: export, editinline

Parameters for Karma Collision/Dynamics.

Property group 'LightColor'

LightBrightness

Type: float


LightHue

Type: byte


LightSaturation

Type: byte


Property group 'Lighting'

bActorShadows

Type: bool

Light casts actor shadows.

bCorona

Type: bool

Light uses Skin as a corona.

bDynamicLight

Type: bool

This light is dynamic.

bLightingVisibility

Type: bool

Calculate lighting visibility for this actor with line checks.

Default value: True

bSpecialLit

Type: bool

Only affects special-lit surfaces.

LightCone

Type: byte


LightEffect

Type: ELightEffect


LightPeriod

Type: byte


LightPhase

Type: byte


LightRadius

Type: float


LightType

Type: ELightType


Property group 'Movement'

AttachTag

Type: name


bBounce

Type: bool

Bounces when hits ground fast.

bFixedRotationDir

Type: bool

Fixed direction of rotation.

bHardAttach

Type: bool


bIgnoreEncroachers

Type: bool

Ignore collisions between movers and

bRotateToDesired

Type: bool

Rotate to DesiredRotation.

Buoyancy

Type: float

Water buoyancy.

DesiredRotation

Type: Object.Rotator

Physics will smoothly rotate actor to this rotation if bRotateToDesired.

Location

Type: Object.Vector

Modifiers: const

Actor's location; use Move to set.

Mass

Type: float

Mass of this actor.

Default value: 100.0

Physics

Type: EPhysics

Modifiers: const


Rotation

Type: Object.Rotator

Modifiers: const

Rotation.

RotationRate

Type: Object.Rotator

Change in rotation per second.

Velocity

Type: Object.Vector

Velocity.

Property group 'Object'

Group

Type: name


InitialState

Type: name


Property group 'Sound'

AmbientSound

Type: Sound

Ambient sound effect.

bFullVolume

Type: bool


SoundOcclusion

Type: ESoundOcclusion

Sound occlusion approach.

SoundPitch

Type: byte


Default value: 64

SoundRadius

Type: float

Radius of ambient sound.

Default value: 64.0

SoundVolume

Type: byte

Volume of ambient sound.

Default value: 128

TransientSoundRadius

Type: float


Default value: 300.0

TransientSoundVolume

Type: float

default sound volume for regular sounds (can be overridden in playsound)

Default value: 0.3

Internal variables

See Actor internal variables.