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UE2:Actor properties (UT2004)
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 bNoDelete
- 1.1.13 bShouldBaseAtStartup
- 1.1.14 bStasis
- 1.1.15 bSuperHighDetail
- 1.1.16 LifeSpan
- 1.2 Property group 'Collision'
- 1.3 Property group 'Display'
- 1.3.1 AmbientGlow
- 1.3.2 AntiPortal
- 1.3.3 bAcceptsProjectors
- 1.3.4 bAlwaysFaceCamera
- 1.3.5 bDeferRendering
- 1.3.6 bDisableSorting
- 1.3.7 bShadowCast
- 1.3.8 bStaticLighting
- 1.3.9 bUnlit
- 1.3.10 bUseDynamicLights
- 1.3.11 bUseLightingFromBase
- 1.3.12 ClientOverlayCounter
- 1.3.13 ClientOverlayTimer
- 1.3.14 CullDistance
- 1.3.15 DrawScale
- 1.3.16 DrawScale3D
- 1.3.17 DrawType
- 1.3.18 ForcedVisibilityZoneTag
- 1.3.19 LODBias
- 1.3.20 MaxLights
- 1.3.21 Mesh
- 1.3.22 OverlayMaterial
- 1.3.23 OverlayTimer
- 1.3.24 PrePivot
- 1.3.25 ScaleGlow
- 1.3.26 Skins
- 1.3.27 StaticMesh
- 1.3.28 Style
- 1.3.29 Texture
- 1.3.30 UV2Mode
- 1.3.31 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'
- 1.9.1 AttachTag
- 1.9.2 bBounce
- 1.9.3 bFixedRotationDir
- 1.9.4 bHardAttach
- 1.9.5 bIgnoreEncroachers
- 1.9.6 bIgnoreTerminalVelocity
- 1.9.7 bOrientToVelocity
- 1.9.8 bRotateToDesired
- 1.9.9 Buoyancy
- 1.9.10 DesiredRotation
- 1.9.11 Location
- 1.9.12 Mass
- 1.9.13 Physics
- 1.9.14 Rotation
- 1.9.15 RotationRate
- 1.9.16 Velocity
- 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, UT2003
- Other member categories for this class:
- enums, events, instance functions, internal variables, native functions
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 for players that have their World Detail set to "Normal" or "High".
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. This causes the actor also to be always relevant to the clients for replication.
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 for players that have their World Detail settings set to "High".
LifeSpan
Type: float
If greater than 0, the actor will be destroyed a certain time after it has been created. A LifeSpan value of 2 corresponds to 1 second in game.
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. This is used by player collision but also by the Shock Core or Spider Mines.
Default value: True
bBlockZeroExtentTraces
Type: bool
Block zero extent actors/traces. These are pretty much all other kinds of weaponfire.
Default value: True
bCollideActors
Type: bool
Modifiers: const
Collides with other actors. This is required to cause Touch()-events for this Actor and is needed to use the other collision types.
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
The height of the collision cylinder. The actual height is this value multiplied by 2.
Default value: 22.0
CollisionRadius
Type: float
Modifiers: const
Radius of collision cyllinder.
Default value: 22.0
SurfaceType
Type: ESurfaceTypes
The SurfaceType determines which sounds to play when walking on this actor and which effects to emit for some weapons when they hit it. You basically determine the physical material that this object is made of.
Property group 'Display'
AmbientGlow
Type: byte
Ambient brightness, or 255=pulsing. You should keep this reasonably low, as StaticMeshs receive more AmbientBrightness than BSP surfaces and easily look odd this way.
AntiPortal
Type: ConvexVolume
Convex volume used for DT_AntiPortal
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
bDeferRendering
Type: bool
Defer rendering if DrawType is DT_Particle or Style is STY_Additive
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
The actor is affected by dynamic lights.
bUseLightingFromBase
Type: bool
If the actor has a Base, that base's lighting is used.
ClientOverlayCounter
Type: float
Modifiers: transient
Current secs left to show overlay effect
ClientOverlayTimer
Type: float
Modifiers: transient
Client inital time count
CullDistance
Type: float
Once the actor is further away from the player than this distance, it is not rendered anymore. Useful to stop rendering small objects before they fall behind the actual distance fog. 0 to disable this effect.
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
How is this actor rendered? For example as StaticMesh, as SkeletalMesh, as Sprite, etc.
Default value: DT_Sprite
ForcedVisibilityZoneTag
Type: name
Modifiers: const
Makes the visibility code treat the actor as if it was in the zone with the given Tag. Note that if you specify this value, you have to make sure it really matches the correct ZoneInfo's Tag property. If the value is specified, but there's no zone with this Tag, the actor will never be visible!
LODBias
Type: float
Manipulate the Level of Detail, i.e. the mesh gets simplified when it's far enough away from the player's view.
Default value: 1.0
MaxLights
Type: byte
Limit to hardware lights active on this primitive. How many lights can be maximally received at once by this actor. If more lights are affecting it, it will pick those that have the highest influence.
Default value: 4
Mesh
Type: Mesh
Modifiers: const
Mesh if DrawType=DT_Mesh.
OverlayMaterial
Type: Material
Shader/material effect to use with skin
OverlayTimer
Type: float
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
StaticMesh if DrawType=DT_StaticMesh.
Style
Type: ERenderStyle
Different render styles can be chosen to render this actor.
Default value: STY_Normal
Texture
Type: Material
Sprite texture if DrawType=DT_Sprite
Default value: S_Actor
UV2Mode
Type: EUV2Mode
?
UV2Texture
Type: Material
- I guess this has something to do with custom lightmap skins
Property group 'Events'
Event
Type: name
The event this actor causes.
ExcludeTag
Type: name
Array size: 8
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
How strong is the light in the affected radius.
LightHue
Type: byte
The color of the light.
LightSaturation
Type: byte
How strong is the color of the light. 255 means no color at all (resulting in white light) and 0 is only the color and no white parts.
See Light colors reference for a collection of colors.
Property group 'Lighting'
bActorShadows
Type: bool
Light casts actor shadows.
bAttenByLife
Type: bool
Attenuate light by diminishing lifespan
bCorona
Type: bool
Light uses Skin as a corona.
bDirectionalCorona
Type: bool
(If bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.
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
The radius of the light cone if the LightEffect is set to StaticSpot.
LightEffect
Type: ELightEffect
Some cool animated effects which unfortunately can't be used ingame because lightmaps are pre-rendered.
However, StaticSpot and SunLight work and are used in their own subclasses. And you can use LE_Negative to have a Light that emits darkness, i.e. fights light in it's radius.
LightPeriod
Type: byte
How fast the LightEffects should be animated. Not used because LightEffects don't work.
LightPhase
Type: byte
Allows to offset LightEffects of different lights. Not used because LightEffects don't work.
LightRadius
Type: float
The radius around the actor that is affected by it's light. This is not an actual radius in measurable units but a multiplier for the function that calculates the light radius.
LightType
Type: ELightType
Animates the light with different on/off time. This feature is broken as well, due to the lightmap baking and would only work with Lights that have bStatic = false, like TriggerLights, but it doesn't look good without shadows.
Property group 'Movement'
AttachTag
Type: name
The object will be attached to the actor with this Tag and copy it's movement.
bBounce
Type: bool
Bounces when hits ground fast.
bFixedRotationDir
Type: bool
Fixed direction of rotation.
bHardAttach
Type: bool
If bHardAttach is true, the relative location of the attached actor is reset every time the base actor moves to account for the new location and orientation of the base actor.
If bHardAttach is false, each time the base moves or rotates, the base will update the location of the attached actor with the delta movement. If the attached actor is moving on its own, the movement of the attached actor will be added to the movement of the base.
bIgnoreEncroachers
Type: bool
Ignore collisions between Movers and this actor.
bIgnoreTerminalVelocity
Type: bool
If PHYS_Falling, ignore the TerminalVelocity of the PhysicsVolume.
bOrientToVelocity
Type: bool
Orient in the direction of current velocity.
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
Different physics to determine different ways of movement for this actor. Most are set in script if necessary, but some have effect on how Movers move, etc.
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
Set automatically when using the Group Browser to group this actor.
InitialState
Type: name
The actor's initial state. This is used by classes such as AntiPortalActor, KHinge, Mover, Trigger and TriggerLight to select the desired behavior. See the documentation of the specific classes to find out what effect their various states have.
Property group 'Sound'
AmbientSound
Type: Sound
Ambient sound effect.
bFullVolume
Type: bool
Whether to apply ambient attenuation.
SoundOcclusion
Type: ESoundOcclusion
Which kind of geometry can block sound when the actor is on the other side. Default means BSP.
SoundPitch
Type: byte
How fast the sound is being played.
Default value: 64
SoundRadius
Type: float
The distance in which you can still hear the sound at it's full specified SoundVolume.
Default value: 64.0
SoundVolume
Type: byte
Volume of ambient sound.
Default value: 128
TransientSoundRadius
Type: float
The outer sound radius, i.e. the radius until which you can still hear the sound.
Default value: 300.0
TransientSoundVolume
Type: float
Default sound volume for regular sounds (can be overridden in playsound).
Default value: 0.3