Gah - a solution with more questions. – EntropicLqd
UE2:Actor properties (U2XMP)
Contents
- 1 Properties
- 1.1 Property group 'Advanced'
- 1.1.1 ActorTimeDilation
- 1.1.2 bAcceptsProjectors
- 1.1.3 bAutoEnableAgent
- 1.1.4 bCanTeleport
- 1.1.5 bCollideWhenPlacing
- 1.1.6 bDeleteMe
- 1.1.7 bDifficulty0
- 1.1.8 bDifficulty1
- 1.1.9 bDifficulty2
- 1.1.10 bDirectional
- 1.1.11 bEdCanOverlap
- 1.1.12 bEdShouldSnap
- 1.1.13 bGameRelevant
- 1.1.14 bHidden
- 1.1.15 bHiddenEd
- 1.1.16 bHiddenEdGroup
- 1.1.17 bHiddenRelevant
- 1.1.18 bHiddenUsable
- 1.1.19 bHighDetail
- 1.1.20 bIgnoreImpactForces
- 1.1.21 bIgnoreSingularityDamage
- 1.1.22 bIgnoreSingularityForces
- 1.1.23 bLaunchPawns
- 1.1.24 bLockLocation
- 1.1.25 bManualTick
- 1.1.26 bMovable
- 1.1.27 bNeverBatch
- 1.1.28 bNoDelete
- 1.1.29 bRenderLater
- 1.1.30 bRenderNoPredict
- 1.1.31 bRequiresWorldZBuffer
- 1.1.32 bScriptInitialized
- 1.1.33 bStasis
- 1.1.34 bStatic
- 1.1.35 DetailLevel
- 1.1.36 GoreLevel
- 1.1.37 LifeSpan
- 1.2 Property group 'Collision'
- 1.2.1 bBlockActors
- 1.2.2 bBlockNavigation
- 1.2.3 bBlockNonZeroExtentTraces
- 1.2.4 bBlockPlayers
- 1.2.5 bBlockStepping
- 1.2.6 bBlockZeroExtentTraces
- 1.2.7 bCanMantle
- 1.2.8 bCollideActors
- 1.2.9 bCollideWorld
- 1.2.10 bNoStaticMeshCollide
- 1.2.11 bPathColliding
- 1.2.12 bProjTarget
- 1.2.13 CanEncroachList
- 1.2.14 CollisionHeight
- 1.2.15 CollisionRadius
- 1.3 Property group 'Dialog'
- 1.4 Property group 'Display'
- 1.4.1 ActorFOV
- 1.4.2 AmbientColor
- 1.4.3 AmbientGlow
- 1.4.4 AnimFrame
- 1.4.5 AnimRate
- 1.4.6 AnimSequence
- 1.4.7 AntiPortal
- 1.4.8 BlurDegree
- 1.4.9 bMustFace
- 1.4.10 bNoSmooth
- 1.4.11 bShadowCast
- 1.4.12 bStaticLighting
- 1.4.13 bUnlit
- 1.4.14 bUseDynamicLights
- 1.4.15 DrawScale
- 1.4.16 DrawScale3D
- 1.4.17 DrawType
- 1.4.18 LODBias
- 1.4.19 Mesh
- 1.4.20 MeshParams
- 1.4.21 PrePivot
- 1.4.22 RenderBoundFactor
- 1.4.23 RenderIteratorClass
- 1.4.24 ScaleGlow
- 1.4.25 Skins
- 1.4.26 SpecialDisplayFlags
- 1.4.27 SpriteProjForward
- 1.4.28 StaticMesh
- 1.4.29 Style
- 1.4.30 TerrainZOffset
- 1.4.31 Texture
- 1.4.32 VisibilityHeight
- 1.4.33 VisibilityRadius
- 1.5 Property group 'Events'
- 1.6 Property group 'Filter'
- 1.6.1 bDoMissionFiltering
- 1.6.2 bPostMission110276
- 1.6.3 bPostMission83
- 1.6.4 bPreMission00
- 1.6.5 bPreMission01
- 1.6.6 bPreMission02
- 1.6.7 bPreMission03
- 1.6.8 bPreMission04
- 1.6.9 bPreMission05
- 1.6.10 bPreMission06
- 1.6.11 bPreMission07
- 1.6.12 bPreMission08
- 1.6.13 bPreMission09
- 1.6.14 bPreMission10
- 1.6.15 bPreMission11
- 1.6.16 bPreMission12
- 1.6.17 bPreMission13
- 1.7 Property group 'Force'
- 1.8 Property group 'Karma'
- 1.9 Property group 'LightColor'
- 1.10 Property group 'Lighting'
- 1.10.1 bActorShadows
- 1.10.2 bCorona
- 1.10.3 bDynamicLight
- 1.10.4 bLensFlare
- 1.10.5 bLightParticles
- 1.10.6 bSpecialLit
- 1.10.7 LightCone
- 1.10.8 LightEffect
- 1.10.9 LightPeriod
- 1.10.10 LightPhase
- 1.10.11 LightPriority
- 1.10.12 LightRadius
- 1.10.13 LightType
- 1.10.14 VolumeBrightness
- 1.10.15 VolumeFog
- 1.10.16 VolumeRadius
- 1.11 Property group 'Mounting'
- 1.12 Property group 'Movement'
- 1.12.1 AmbientRotationRate
- 1.12.2 AttachTag
- 1.12.3 bAllowClipping
- 1.12.4 bBounce
- 1.12.5 bFixedRotationDir
- 1.12.6 bRotateToDesired
- 1.12.7 Buoyancy
- 1.12.8 DesiredRotation
- 1.12.9 FallingAddedAcceleration
- 1.12.10 FallingMaxVelocityXY
- 1.12.11 FallingMaxVelocityZ
- 1.12.12 Location
- 1.12.13 Mass
- 1.12.14 Physics
- 1.12.15 Rotation
- 1.12.16 RotationRate
- 1.12.17 SwingFriction
- 1.12.18 SwingGravDir
- 1.12.19 SwingLength
- 1.12.20 SwingPivot
- 1.12.21 Velocity
- 1.13 Property group 'Object'
- 1.14 Property group 'Sound'
- 1.15 Internal variables
- 1.1 Property group 'Advanced'
- Actor properties in other games:
- RTNP, U1, UT, U2, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- constants, enums, events, instance functions, internal variables, native functions
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties[edit]
Property group 'Advanced'[edit]
ActorTimeDilation[edit]
Type: float
NEW (arl) Slomo for individual actors.
Default value: 1.0
bAcceptsProjectors[edit]
Type: bool
Projectors can project onto this actor
bAutoEnableAgent[edit]
Type: bool
NEW (arl) Automatically enables all agent channels for this mesh.
bCanTeleport[edit]
Type: bool
This actor can be teleported.
bCollideWhenPlacing[edit]
Type: bool
This actor collides with the world when placing.
bDeleteMe[edit]
Type: bool
Modifiers: const
About to be deleted.
bDifficulty0[edit]
Type: bool
actor is present in "EASY" difficulty
Default value: True
bDifficulty1[edit]
Type: bool
actor is present in "NORMAL" difficulty
Default value: True
bDifficulty2[edit]
Type: bool
Default value: True
bDirectional[edit]
Type: bool
Actor shows direction arrow during editing.
bEdCanOverlap[edit]
Type: bool
NEW (mdf) If true won't get "in same location as" warnings when building maps.
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.
bHiddenRelevant[edit]
Type: bool
NEW (mjl) should relevant this actor even though it is bHidden, (for non-bAlwaysRelevant, bHidden actors)
bHiddenUsable[edit]
Type: bool
bHighDetail[edit]
Type: bool
Only show up on high-detail.
bIgnoreImpactForces[edit]
Type: bool
bIgnoreSingularityDamage[edit]
Type: bool
NEW (mdf) if true, actor is unaffected by damage from black holes
Default value: True
bIgnoreSingularityForces[edit]
Type: bool
NEW (mdf) if true, actor is unaffected by forces from black holes
Default value: True
bLaunchPawns[edit]
Type: bool
NEW (mdf) Pawn's should be launched off this actor if they stand/land on it
bLockLocation[edit]
Type: bool
Prevent the actor from being moved in the editor.
bManualTick[edit]
Type: bool
bMovable[edit]
Type: bool
Actor can be moved.
Default value: True
bNeverBatch[edit]
Type: bool
NEW (mwp) disable StaticMesh Batching
bNoDelete[edit]
Type: bool
Modifiers: const
Cannot be deleted during play.
bRenderLater[edit]
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[edit]
Type: bool
bRequiresWorldZBuffer[edit]
Type: bool
Actor should be drawn before the Z buffer has been cleared (before the weapon has been drawn)
bScriptInitialized[edit]
Type: bool
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.
bStatic[edit]
Type: bool
Modifiers: const
DetailLevel[edit]
Type: byte
Actor detail level (0:Low - 2:High)
GoreLevel[edit]
Type: byte
Actor gore level (0:None, 1:Low, 1:Medium, 2:High)
LifeSpan[edit]
Type: float
Property group 'Collision'[edit]
bBlockActors[edit]
Type: bool
Blocks other nonplayer actors.
[edit]
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[edit]
Type: bool
block non-zero extent actors/traces
Default value: True
bBlockPlayers[edit]
Type: bool
Blocks other player actors.
bBlockStepping[edit]
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[edit]
Type: bool
block zero extent actors/traces
Default value: True
bCanMantle[edit]
Type: bool
NEW (mdf) whether actor can be mantled
Default value: True
bCollideActors[edit]
Type: bool
Modifiers: const
Collides with other actors.
bCollideWorld[edit]
Type: bool
Collides with the world.
bNoStaticMeshCollide[edit]
Type: bool
NEW (arl) Force actors with static meshes to use collision cylinder collision instead.
bPathColliding[edit]
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[edit]
Type: bool
Projectiles should potentially target this actor.
CanEncroachList[edit]
NEW (mdf) list of actors classes that this actor can encroach during movement
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 'Dialog'[edit]
Speaker[edit]
Type: string
Property group 'Display'[edit]
ActorFOV[edit]
Type: float
NEW (arl) Actor specific FOV rendering.
AmbientColor[edit]
Type: Object.Color
NEW (arl) Base additive ambient color.
AmbientGlow[edit]
Type: byte
Ambient brightness, or 255=pulsing.
AnimFrame[edit]
Type: float
Current animation frame, 0.0 to 1.0.
AnimRate[edit]
Type: float
Animation rate in frames per second, 0=none, negative=velocity scaled.
AnimSequence[edit]
Type: name
Animation sequence we're playing.
AntiPortal[edit]
Type: ConvexVolume
Convex volume used for DT_AntiPortal
BlurDegree[edit]
Type: float
NEW (arl) OSB_EFFECTS
bMustFace[edit]
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[edit]
Type: bool
Don't smooth actor's texture.
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
NEW (mwp) UT2K3
Default value: True
DrawScale[edit]
Type: float
Modifiers: const
Scaling factor, 1.0=normal size.
Default value: 1.0
DrawScale3D[edit]
Type: Object.Vector
Modifiers: const
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
DrawType[edit]
Type: EDrawType
Modifiers: const
Default value: DT_Sprite
LODBias[edit]
Type: float
Default value: 1.0
Mesh[edit]
Type: Mesh
Mesh if DrawType=DT_Mesh.
MeshParams[edit]
Type: string
NEW(cdh) Mesh creation parameters if desired
PrePivot[edit]
Type: Object.Vector
Offset from box center for drawing.
RenderBoundFactor[edit]
Type: float
Default value: 1.0
RenderIteratorClass[edit]
Type: class<RenderIterator>
class to instantiate as the actor's RenderInterface
ScaleGlow[edit]
Type: float
Multiplies lighting.
Default value: 1.0
Skins[edit]
Multiple skin support - not replicated.
SpecialDisplayFlags[edit]
Type: int
SpriteProjForward[edit]
Type: float
NEW (arl) Distance to move Sprites toward the camera (worldspace).
StaticMesh[edit]
Type: StaticMesh
Style[edit]
Type: ERenderStyle
Default value: STY_Normal
TerrainZOffset[edit]
Type: float
NEW (mdf) for shifting certain actors up on terrain (so they don't sink)
Texture[edit]
Type: Material
Sprite texture.if DrawType=DT_Sprite
Default value: Texture'Engine.S_Actor'
VisibilityHeight[edit]
Type: float
NEW (mwp) cylinder. Zero=infinite visibility.
VisibilityRadius[edit]
Type: float
NEW (mwp) Actor is drawn if viewer is within its visibility
Property group 'Events'[edit]
bLocalGameEvent[edit]
Type: bool
this event should be saved as a local saved game event
bTravelGameEvent[edit]
Type: bool
this event should travel across levels as a saved game event
Event[edit]
Type: name
The event this actor causes.
Tag[edit]
Type: name
Property group 'Filter'[edit]
bDoMissionFiltering[edit]
Type: bool
bPostMission110276[edit]
Type: bool
bPostMission83[edit]
Type: bool
bPreMission00[edit]
Type: bool
bPreMission01[edit]
Type: bool
Default value: True
bPreMission02[edit]
Type: bool
Default value: True
bPreMission03[edit]
Type: bool
Default value: True
bPreMission04[edit]
Type: bool
Default value: True
bPreMission05[edit]
Type: bool
Default value: True
bPreMission06[edit]
Type: bool
Default value: True
bPreMission07[edit]
Type: bool
Default value: True
bPreMission08[edit]
Type: bool
Default value: True
bPreMission09[edit]
Type: bool
Default value: True
bPreMission10[edit]
Type: bool
Default value: True
bPreMission11[edit]
Type: bool
Default value: True
bPreMission12[edit]
Type: bool
Default value: True
bPreMission13[edit]
Type: bool
Property group 'Force'[edit]
ForceRadius[edit]
Type: float
ForceScale[edit]
Type: float
ForceType[edit]
Type: EForceType
Property group 'Karma'[edit]
KParams[edit]
Type: KarmaParams
Modifiers: export, editinline
Property group 'LightColor'[edit]
LightBrightness[edit]
Type: byte
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
Temporarily treat this as a dynamic light.
bLensFlare[edit]
Type: bool
Whether to use zone lens flare.
bLightParticles[edit]
Type: bool
Modifiers: const
Use to light particles.
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
LightPriority[edit]
Type: float
Default value: 1.0
LightRadius[edit]
Type: byte
LightType[edit]
Type: ELightType
VolumeBrightness[edit]
Type: byte
VolumeFog[edit]
Type: byte
VolumeRadius[edit]
Type: byte
Property group 'Mounting'[edit]
bMountDetachDestroy[edit]
Type: bool
Actor should be destroyed on detachment.
MountDetachPhysics[edit]
Type: EPhysics
Physics to use on detachment if not being destroyed.
MountOrgLocation[edit]
Type: Object.Vector
Origin location for mount, relative to node.
MountOrgRotation[edit]
Type: Object.Rotator
Origin rotation for mount, relative to node.
MountParentNode[edit]
Type: string
Node name of mesh node to mount at, none for actor origin.
MountParentTag[edit]
Type: name
Tag of actor to mount to at level startup.
Property group 'Movement'[edit]
AmbientRotationRate[edit]
Type: Object.Rotator
NEW (mdf) Ambient rotation rate -- used if non-zero
AttachTag[edit]
Type: name
bAllowClipping[edit]
Type: bool
bBounce[edit]
Type: bool
Bounces when hits ground fast.
bFixedRotationDir[edit]
Type: bool
Fixed direction of rotation.
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.
FallingAddedAcceleration[edit]
Type: Object.Vector
FallingMaxVelocityXY[edit]
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[edit]
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[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.
SwingFriction[edit]
Type: float
SwingGravDir[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
Z | -1.0 |
SwingLength[edit]
Type: float
SwingPivot[edit]
Type: Object.Vector
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.
SoundOcclusion[edit]
Type: ESoundOcclusion
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: 80.0
TransientSoundVolume[edit]
Type: float
default sound volume for regular sounds (can be overridden in playsound)
Default value: 1.0