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UE2:Actor (UT2003)
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(Redirected from UE2:AnimRep (UT2003))
Object >> Actor |
Contents
- 1 Constants
- 2 Properties
- 3 Enums
- 4 Structs
- 5 Functions
- 5.1 Static functions
- 5.2 Iterator functions
- 5.3 Latent functions
- 5.4 Native functions
- 5.5 Events
- 5.6 Other instance functions
- 5.6.1 BecomeViewTarget
- 5.6.2 CanSplash
- 5.6.3 DisplayDebug
- 5.6.4 EffectIsRelevant
- 5.6.5 GetCollisionExtent
- 5.6.6 GetDebugName
- 5.6.7 GetHumanReadableName
- 5.6.8 GetItemName
- 5.6.9 HurtRadius
- 5.6.10 IsInPain
- 5.6.11 IsInVolume
- 5.6.12 MatchStarting
- 5.6.13 NearSpot
- 5.6.14 PlayTeleportEffect
- 5.6.15 RenderOverlays
- 5.6.16 ReplaceText
- 5.6.17 Reset
- 5.6.18 SetDefaultDisplayProperties
- 5.6.19 SetDisplayProperties
- 5.6.20 SetGRI
- 5.6.21 SetOverlayMaterial
- 5.6.22 StartInterpolation
- 5.6.23 TouchingActor
- 5.6.24 UntriggerEvent
- 5.6.25 UpdatePrecacheMaterials
- 5.6.26 UpdatePrecacheStaticMeshes
- 6 Operators
- Package:
- Engine
- Direct subclasses:
- HudOverlay, IonEffect, InventoryAttachment, AimedAttachment, AnimBrowserMesh, AntiPortalActor, Brush, VehiclePart, Controller, CrateActor, DamageType, Decal, DecoVolumeObject, Decoration, ShockCombo, Effects, Emitter, FluidSurfaceOscillator, Gib, Hud, Info, Note, Inventory, IonCannon, Projector, KActor, KVehicleFactory, Keypoint, Light, MatDemoActor, MeshEffect, Mover, NavigationPoint, ProjectileSpawner, Pawn, Pickup, PrecacheHack, Projectile, ShieldEffect, SpinnyWeap, StaticMeshActor, TankVictim, TransDummyBeacon, Triggers, VMeshActor, Vignette, WeaponFire, XEmitter, XMaterialController, XMaterialTrigger, XMutatorList, XPickUpBase, XProcMesh, XWeatherEffect
- Known custom subclasses:
- Round_Robin, PawnFactory, IncrementalTrigger
- This class in other games:
- RTNP, U1, UT, UE2Runtime, U2, UT2004, U2XMP, UT3, UDK
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. |
Actor: The base class of all actors. Actor is the base class of all gameplay objects. A large number of properties, behaviors and interfaces are implemented in Actor, including:
- Display - Animation - Physics and world interaction - Making sounds - Networking properties - Actor creation and destruction - Triggering and timers - Actor iterator functions - Message broadcasting
This is a built-in Unreal class and it shouldn't be modified.
Constants[edit]
MAXSTEPHEIGHT[edit]
Value: 35.0
Maximum step height walkable by pawns
MINFLOORZ[edit]
Value: 0.7
Properties[edit]
See Actor properties.
Enums[edit]
See Actor enums.
Structs[edit]
ActorRenderDataPtr[edit]
- pointer Ptr
AnimRep[edit]
- name AnimSequence
- bool bAnimLoop
- byte AnimRate
- note that with compression, max replicated animrate is 4.0
- byte AnimFrame
- byte TweenRate
- note that with compression, max replicated tweentime is 4 seconds
BatchReference[edit]
KRBVec[edit]
KRigidBodyState[edit]
- KRBVec Position
- Object.Quat Quaternion
- KRBVec LinVel
- KRBVec AngVel
KSimParams[edit]
- float GammaPerSec
- Relaxation constant. Making it larger pushes things apart harder when they penetrate.
- float Epsilon
- Global constraint compliance. Making it larger makes contacts/joints softer.
- float PenetrationOffset
- Resting penetration. Making this larger can reduce jiggling.
- float PenetrationScale
- Artificially increase penetration - makes contacts 'stiffer'
- float ContactSoftness
- Softness of just contact constraints.
- float MaxPenetration
- Maximum penetration allowed.
- float MaxTimestep
- Maximum timestep ever used to advance rigid body simulation.
- float MaxKarmaSpeed
- Maximum allowed speed (unreal units) of any karma actor.
- float MaxRagdollSpeed
- Maximum allowed speed (unreal units) of any karma ragdoll.
LightRenderDataPtr[edit]
- pointer Ptr
PointRegion[edit]
ProjectorRenderInfoPtr[edit]
- pointer Ptr
StaticMeshProjectorRenderInfoPtr[edit]
- pointer Ptr
Functions[edit]
Static functions[edit]
GetLocalString[edit]
static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
Iterator functions[edit]
AllActors[edit]
native(304) final iterator function AllActors (class<Actor> BaseClass, out Actor Actor, optional name MatchTag)
BasedActors[edit]
native(306) final iterator function BasedActors (class<Actor> BaseClass, out Actor Actor)
ChildActors[edit]
native(305) final iterator function ChildActors (class<Actor> BaseClass, out Actor Actor)
CollidingActors[edit]
native(321) final iterator function CollidingActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)
DynamicActors[edit]
native(313) final iterator function DynamicActors (class<Actor> BaseClass, out Actor Actor, optional name MatchTag)
RadiusActors[edit]
native(310) final iterator function RadiusActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc)
TouchingActors[edit]
native(307) final iterator function TouchingActors (class<Actor> BaseClass, out Actor Actor)
TraceActors[edit]
native(309) final iterator function TraceActors (class<Actor> BaseClass, out Actor Actor, out Object.Vector HitLoc, out Object.Vector HitNorm, Object.Vector End, optional Object.Vector Start, optional Object.Vector Extent)
VisibleActors[edit]
native(311) final iterator function VisibleActors (class<Actor> BaseClass, out Actor Actor, optional float Radius, optional Object.Vector Loc)
VisibleCollidingActors[edit]
native(312) final iterator function VisibleCollidingActors (class<Actor> BaseClass, out Actor Actor, float Radius, optional Object.Vector Loc, optional bool bIgnoreHidden)
Latent functions[edit]
FinishAnim[edit]
native(261) final latent function FinishAnim (optional int Channel)
FinishInterpolation[edit]
native(301) final latent function FinishInterpolation ()
Sleep[edit]
native(256) final latent function Sleep (float Seconds)
Native functions[edit]
Events[edit]
See Actor events.
Other instance functions[edit]
BecomeViewTarget[edit]
function BecomeViewTarget ()
CanSplash[edit]
function bool CanSplash ()
DisplayDebug[edit]
EffectIsRelevant[edit]
GetCollisionExtent[edit]
function Object.Vector GetCollisionExtent ()
GetDebugName[edit]
function string GetDebugName ()
GetHumanReadableName[edit]
simulated function string GetHumanReadableName ()
GetItemName[edit]
HurtRadius[edit]
simulated final function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, Object.Vector HitLocation)
IsInPain[edit]
function bool IsInPain ()
IsInVolume[edit]
MatchStarting[edit]
function MatchStarting ()
NearSpot[edit]
simulated final function bool NearSpot (Object.Vector Spot)
PlayTeleportEffect[edit]
RenderOverlays[edit]
function RenderOverlays (Canvas Canvas)
ReplaceText[edit]
Reset[edit]
function Reset ()
SetDefaultDisplayProperties[edit]
function SetDefaultDisplayProperties ()
SetDisplayProperties[edit]
SetGRI[edit]
function SetGRI (GameReplicationInfo GRI)
SetOverlayMaterial[edit]
StartInterpolation[edit]
simulated function StartInterpolation ()
TouchingActor[edit]
simulated final function bool TouchingActor (Actor A)
UntriggerEvent[edit]
UpdatePrecacheMaterials[edit]
simulated function UpdatePrecacheMaterials ()
UpdatePrecacheStaticMeshes[edit]
simulated function UpdatePrecacheStaticMeshes ()