Mostly Harmless
UE2:Actor properties (UT2003)
Contents
- 1 Properties
- 1.1 Property group 'Advanced'
- 1.1.1 bCanTeleport
- 1.1.2 bCollideWhenPlacing
- 1.1.3 bDirectional
- 1.1.4 bEdShouldSnap
- 1.1.5 bGameRelevant
- 1.1.6 bHidden
- 1.1.7 bHiddenEd
- 1.1.8 bHiddenEdGroup
- 1.1.9 bHighDetail
- 1.1.10 bLockLocation
- 1.1.11 bMovable
- 1.1.12 bNetNotify
- 1.1.13 bNoDelete
- 1.1.14 bShouldBaseAtStartup
- 1.1.15 bStasis
- 1.1.16 bSuperHighDetail
- 1.1.17 LifeSpan
- 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 bCollideActors
- 1.2.8 bCollideWorld
- 1.2.9 bPathColliding
- 1.2.10 bProjTarget
- 1.2.11 bUseCylinderCollision
- 1.2.12 CollisionHeight
- 1.2.13 CollisionRadius
- 1.2.14 SurfaceType
- 1.3 Property group 'Display'
- 1.3.1 AmbientGlow
- 1.3.2 AntiPortal
- 1.3.3 bAcceptsProjectors
- 1.3.4 bAlwaysFaceCamera
- 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 ClientOverlayCounter
- 1.3.12 ClientOverlayTimer
- 1.3.13 CullDistance
- 1.3.14 DrawScale
- 1.3.15 DrawScale3D
- 1.3.16 DrawType
- 1.3.17 ForcedVisibilityZoneTag
- 1.3.18 LODBias
- 1.3.19 MaxLights
- 1.3.20 Mesh
- 1.3.21 OverlayMaterial
- 1.3.22 OverlayTimer
- 1.3.23 PrePivot
- 1.3.24 ScaleGlow
- 1.3.25 Skins
- 1.3.26 StaticMesh
- 1.3.27 Style
- 1.3.28 Texture
- 1.3.29 UV2Mode
- 1.3.30 UV2Texture
- 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, U2, U2XMP, UE2Runtime, UT2004
- Other member categories for this class:
- enums, events, internal variables, native functions
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Properties
Property group 'Advanced'
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.
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
bNetNotify
Type: bool
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
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.
LifeSpan
Type: float
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
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
SurfaceType
Type: ESurfaceTypes
Property group 'Display'
AmbientGlow
Type: byte
Ambient brightness, or 255=pulsing.
AntiPortal
Type: ConvexVolume
bAcceptsProjectors
Type: bool
Projectors can project onto this actor
Default value: True
bAlwaysFaceCamera
Type: bool
actor will be rendered always facing the camera like a sprite
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
ClientOverlayCounter
Type: float
Modifiers: transient
ClientOverlayTimer
Type: float
Modifiers: transient
sjs - client inital time count
CullDistance
Type: float
sjs 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
Modifiers: const
Mesh if DrawType=DT_Mesh.
OverlayMaterial
Type: Material
sjs - shader/material effect to use with skin
OverlayTimer
Type: float
sjs - set by server
PrePivot
Type: Object.Vector
Offset from box center for drawing.
ScaleGlow
Type: float
Default value: 1.0
Skins
Multiple skin support - not replicated.
StaticMesh
Type: StaticMesh
Modifiers: const
Style
Type: ERenderStyle
Default value: STY_Normal
Texture
Type: Material
Sprite texture.if DrawType=DT_Sprite
Default value: S_Actor
UV2Mode
Type: EUV2Mode
UV2Texture
Type: Material
Property group 'Events'
Event
Type: name
The event this actor causes.
ExcludeTag
Type: name
Array size: 8
sjs - multipurpose exclusion tag for excluding lights, projectors, rendering actors, blocking weather
Tag
Type: name
Actor's tag name.
Property group 'Force'
ForceNoise
Type: float
Default value: 0.5
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.
bAttenByLife
Type: bool
sjs - attenuate light by diminishing lifespan
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
Modifiers: const
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