Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:Actor properties (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 11:13, 15 July 2010 by Wormbo (Talk | contribs) (ForcedVisibilityZoneTag: actually matched with ZoneInfo.Tag)

Jump to: navigation, search
UT2004 Object >> Actor (properties)

Contents

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 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

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

bBlockZeroExtentTraces

Type: bool

block zero extent actors/traces

Default value: True

bCollideActors

Type: bool

Modifiers: const

Collides with other actors.

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

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


bUseLightingFromBase

Type: bool


ClientOverlayCounter

Type: float

Modifiers: transient

sjs - current secs left to show overlay effect

ClientOverlayTimer

Type: float

Modifiers: transient

sjs - client inital time count

CullDistance

Type: float


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

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


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

Type: array<Material>

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.

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


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 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


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

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


SoundPitch

Type: byte


Default value: 64

SoundRadius

Type: float


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.