UE2:Actor properties (U2XMP)
- Actor properties in other games:
- Other member categories for this class:
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Properties
Property group 'Advanced'
ActorTimeDilation
Type: float
NEW (arl) Slomo for individual actors.
Default value: 1.0
bAcceptsProjectors
Type: bool
Projectors can project onto this actor
bAutoEnableAgent
Type: bool
NEW (arl) Automatically enables all agent channels for this mesh.
bCanTeleport
Type: bool
This actor can be teleported.
bCollideWhenPlacing
Type: bool
This actor collides with the world when placing.
bDeleteMe
Type: bool
Modifiers: const
About to be deleted.
bDifficulty0
Type: bool
actor is present in "EASY" difficulty
Default value: True
bDifficulty1
Type: bool
actor is present in "NORMAL" difficulty
Default value: True
bDifficulty2
Type: bool
Default value: True
bDirectional
Type: bool
Actor shows direction arrow during editing.
bEdCanOverlap
Type: bool
NEW (mdf) If true won't get "in same location as" warnings when building maps.
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.
bHiddenRelevant
Type: bool
NEW (mjl) should relevant this actor even though it is bHidden, (for non-bAlwaysRelevant, bHidden actors)
bHiddenUsable
Type: bool
bHighDetail
Type: bool
Only show up on high-detail.
bIgnoreImpactForces
Type: bool
bIgnoreSingularityDamage
Type: bool
NEW (mdf) if true, actor is unaffected by damage from black holes
Default value: True
bIgnoreSingularityForces
Type: bool
NEW (mdf) if true, actor is unaffected by forces from black holes
Default value: True
bLaunchPawns
Type: bool
NEW (mdf) Pawn's should be launched off this actor if they stand/land on it
bLockLocation
Type: bool
Prevent the actor from being moved in the editor.
bManualTick
Type: bool
bMovable
Type: bool
Actor can be moved.
Default value: True
bNeverBatch
Type: bool
NEW (mwp) disable StaticMesh Batching
bNoDelete
Type: bool
Modifiers: const
Cannot be deleted during play.
bRenderLater
Type: bool
actor should be rendered/ticked *after* normal actors have been ticked/rendered, so it can use the result of their render-generated information
bRenderNoPredict
Type: bool
bRequiresWorldZBuffer
Type: bool
Actor should be drawn before the Z buffer has been cleared (before the weapon has been drawn)
bScriptInitialized
Type: bool
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.
bStatic
Type: bool
Modifiers: const
DetailLevel
Type: byte
Actor detail level (0:Low - 2:High)
GoreLevel
Type: byte
Actor gore level (0:None, 1:Low, 1:Medium, 2:High)
LifeSpan
Type: float
Property group 'Collision'
bBlockActors
Type: bool
Blocks other nonplayer actors.
Type: bool
NEW (mdf) if true NPCs will treat this as a blocking actor and try to go around it (useful for small blocking volumes that the player can go onto)
bBlockNonZeroExtentTraces
Type: bool
block non-zero extent actors/traces
Default value: True
bBlockPlayers
Type: bool
Blocks other player actors.
bBlockStepping
Type: bool
NEW (mdf) if true NPCs will avoid stepping/jumping/crouch-stepping onto this actor if they bump it (useful for small blocking volumes that the player can go onto)
bBlockZeroExtentTraces
Type: bool
block zero extent actors/traces
Default value: True
bCanMantle
Type: bool
NEW (mdf) whether actor can be mantled
Default value: True
bCollideActors
Type: bool
Modifiers: const
Collides with other actors.
bCollideWorld
Type: bool
Collides with the world.
bNoStaticMeshCollide
Type: bool
NEW (arl) Force actors with static meshes to use collision cylinder collision instead.
bPathColliding
Type: bool
NEW (mdf) 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.
CanEncroachList
NEW (mdf) list of actors classes that this actor can encroach during movement
CollisionHeight
Type: float
Modifiers: const
Default value: 22.0
CollisionRadius
Type: float
Modifiers: const
Radius of collision cyllinder.
Default value: 22.0
Property group 'Dialog'
Speaker
Type: string
Property group 'Display'
ActorFOV
Type: float
NEW (arl) Actor specific FOV rendering.
AmbientColor
Type: Object.Color
NEW (arl) Base additive ambient color.
AmbientGlow
Type: byte
Ambient brightness, or 255=pulsing.
AnimFrame
Type: float
Current animation frame, 0.0 to 1.0.
AnimRate
Type: float
Animation rate in frames per second, 0=none, negative=velocity scaled.
AnimSequence
Type: name
Animation sequence we're playing.
AntiPortal
Type: ConvexVolume
Convex volume used for DT_AntiPortal
BlurDegree
Type: float
NEW (arl) OSB_EFFECTS
bMustFace
Type: bool
NEW (arl) Set to false if you want this actor to be drawn whether you are facing it or not.
Default value: True
bNoSmooth
Type: bool
Don't smooth actor's texture.
bShadowCast
Type: bool
Casts static shadows.
bStaticLighting
Type: bool
Uses raytraced lighting.
bUnlit
Type: bool
Lights don't affect actor.
bUseDynamicLights
Type: bool
NEW (mwp) UT2K3
Default value: True
DrawScale
Type: float
Modifiers: const
Scaling factor, 1.0=normal size.
Default value: 1.0
DrawScale3D
Type: Object.Vector
Modifiers: const
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
DrawType
Type: EDrawType
Modifiers: const
Default value: DT_Sprite
LODBias
Type: float
Default value: 1.0
Mesh
Type: Mesh
Mesh if DrawType=DT_Mesh.
MeshParams
Type: string
NEW(cdh) Mesh creation parameters if desired
PrePivot
Type: Object.Vector
Offset from box center for drawing.
RenderBoundFactor
Type: float
Default value: 1.0
RenderIteratorClass
Type: class<RenderIterator>
class to instantiate as the actor's RenderInterface
ScaleGlow
Type: float
Multiplies lighting.
Default value: 1.0
Skins
Multiple skin support - not replicated.
SpecialDisplayFlags
Type: int
SpriteProjForward
Type: float
NEW (arl) Distance to move Sprites toward the camera (worldspace).
StaticMesh
Type: StaticMesh
Style
Type: ERenderStyle
Default value: STY_Normal
TerrainZOffset
Type: float
NEW (mdf) for shifting certain actors up on terrain (so they don't sink)
Texture
Type: Material
Sprite texture.if DrawType=DT_Sprite
Default value: Texture'Engine.S_Actor'
VisibilityHeight
Type: float
NEW (mwp) cylinder. Zero=infinite visibility.
VisibilityRadius
Type: float
NEW (mwp) Actor is drawn if viewer is within its visibility
Property group 'Events'
bLocalGameEvent
Type: bool
this event should be saved as a local saved game event
bTravelGameEvent
Type: bool
this event should travel across levels as a saved game event
Event
Type: name
The event this actor causes.
Tag
Type: name
Property group 'Filter'
bDoMissionFiltering
Type: bool
bPostMission110276
Type: bool
bPostMission83
Type: bool
bPreMission00
Type: bool
bPreMission01
Type: bool
Default value: True
bPreMission02
Type: bool
Default value: True
bPreMission03
Type: bool
Default value: True
bPreMission04
Type: bool
Default value: True
bPreMission05
Type: bool
Default value: True
bPreMission06
Type: bool
Default value: True
bPreMission07
Type: bool
Default value: True
bPreMission08
Type: bool
Default value: True
bPreMission09
Type: bool
Default value: True
bPreMission10
Type: bool
Default value: True
bPreMission11
Type: bool
Default value: True
bPreMission12
Type: bool
Default value: True
bPreMission13
Type: bool
Property group 'Force'
ForceRadius
Type: float
ForceScale
Type: float
ForceType
Type: EForceType
Property group 'Karma'
KParams
Type: KarmaParams
Modifiers: export, editinline
Property group 'LightColor'
LightBrightness
Type: byte
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
Temporarily treat this as a dynamic light.
bLensFlare
Type: bool
Whether to use zone lens flare.
bLightParticles
Type: bool
Modifiers: const
Use to light particles.
bSpecialLit
Type: bool
Only affects special-lit surfaces.
LightCone
Type: byte
LightEffect
Type: ELightEffect
LightPeriod
Type: byte
LightPhase
Type: byte
LightPriority
Type: float
Default value: 1.0
LightRadius
Type: byte
LightType
Type: ELightType
VolumeBrightness
Type: byte
VolumeFog
Type: byte
VolumeRadius
Type: byte
Property group 'Mounting'
bMountDetachDestroy
Type: bool
Actor should be destroyed on detachment.
MountDetachPhysics
Type: EPhysics
Physics to use on detachment if not being destroyed.
MountOrgLocation
Type: Object.Vector
Origin location for mount, relative to node.
MountOrgRotation
Type: Object.Rotator
Origin rotation for mount, relative to node.
MountParentNode
Type: string
Node name of mesh node to mount at, none for actor origin.
MountParentTag
Type: name
Tag of actor to mount to at level startup.
Property group 'Movement'
AmbientRotationRate
Type: Object.Rotator
NEW (mdf) Ambient rotation rate -- used if non-zero
AttachTag
Type: name
bAllowClipping
Type: bool
bBounce
Type: bool
Bounces when hits ground fast.
bFixedRotationDir
Type: bool
Fixed direction of rotation.
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.
FallingAddedAcceleration
Type: Object.Vector
FallingMaxVelocityXY
Type: float
Use to cap XY component of velocity while PHYS_Falling, prior to applying TerminalVelocity. 0 ==> no XY "drift"
Default value: 1.0E7
FallingMaxVelocityZ
Type: float
Use to cap Abs(Z) component of velocity while PHYS_Falling, prior to applying TerminalVelocity. <0 ==> cap "falling down, >0 ==> Cap "falling up", 0 ==> won't fall up/down
Default value: -1.0E7
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.
SwingFriction
Type: float
SwingGravDir
Type: Object.Vector
Default value:
Member | Value |
---|---|
Z | -1.0 |
SwingLength
Type: float
SwingPivot
Type: Object.Vector
Velocity
Type: Object.Vector
Velocity.
Property group 'Object'
Group
Type: name
InitialState
Type: name
Property group 'Sound'
AmbientSound
Type: Sound
Ambient sound effect.
SoundOcclusion
Type: ESoundOcclusion
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: 80.0
TransientSoundVolume
Type: float
default sound volume for regular sounds (can be overridden in playsound)
Default value: 1.0