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

UE2:Object (UT2004)

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UT2004 Object
Package: 
Core
Direct subclasses:
WebApplication, BrowserFilters, GUI, Actor, AdminBase, AnimEditProps, AnimNotifyProps, AnimNotify, Bitmap, BrushBuilder, CacheManager, CameraEffect, Canvas, ChallengeGame, CheatManager, Commandlet, CrosshairPack, CustomBotConfig, CustomFilter, CustomLadderInfo, DecoText, DrawOpBase, GameConfigSet, GameProfile, PlayerRecordClass, I3DL2Listener, Interactions, KarmaParamsCollision, LIPSincAnimProps, LIPSincControllerProps, LIPSincPrefsProps, LadderInfo, LevelSummary, ListItem, Locale, LogEntry, Manifest, MapVoteHistory, MaplistRecord, MatObject, MatchConfig, MatchInfo, MaterialFactory, Material, MeshObject, NotifyProperties, ONSPowerLinkCustomSetup, ObjectArray, ObjectPool, Palette, ParticleEmitter, PlayInfo, PlayerInput, Player, PropertyManagerBase, ReachSpec, Resource, RosterEntry, SPHighScoreBase, SPProfileExporter, SVehicleWheel, ScriptedAction, SequEditProps, SkaarjMeshes, SkelPrefsEditProps, Sound, SpeciesType, Spline, StreamBase, StringArray, Subsystem, TextToSpeechAlias, Time, UT2K4RosterGroup, WeaponFire, WebRequest, WebResponse, WebSkin, XAdminBase, XPawnGibGroup, XPawnSoundGroup, XPrivilegeBase, XUtil, Primitive, Factory, Font, MeshAnimation
Known custom subclasses:
Crusha/UltimateMappingTools, Crusha/UltimateMappingTools/UltimateMathAux
This class in other games:
RTNP, U1, UT, UE2Runtime, UT2003, U2, U2XMP, UDK, UT3

The base class all objects. Because all other classes directly or indirectly inherit from the Object class, all constants, enums, structs, functions and operators defined here could be called "global" constants, enums, etc.

Constants[edit]

RF_Transactional[edit]

Value: 0x00000001

Supports editor undo/redo.

RF_Public[edit]

Value: 0x00000004

Can be referenced by external package files.

RF_Transient[edit]

Value: 0x00004000

Can't be saved or loaded.

RF_Standalone[edit]

Value: 0x00080000

Keep object around for editing even if unreferenced.

RF_NotForClient[edit]

Value: 0x00100000

Don't load for game client.

RF_NotForServer[edit]

Value: 0x00200000

Don't load for game server.

RF_NotForEdit[edit]

Value: 0x00400000

Don't load for editor.

MaxInt[edit]

Value: 0x7fffffff

Maximum possible int value in UnrealScript. The minimum possible int value is 0x80000000 or ~MaxInt. (That's a tilde, the bitwise complement operator.)

Pi[edit]

Value: 3.1415926535897932

The closest approximation of Pi that fits into UnrealScript's float type.

Properties[edit]

Property group 'Object'[edit]

Name[edit]

Type: name

Modifiers: native, const, editconst, noexport

The name of this object. An object's name is defined when the object is created and it's impossible to change later at runtime.

Internal variables[edit]

Class[edit]

Type: Class

Modifiers: native, const, editconst

The class of this object.

ObjectFlags[edit]

Type: int

Modifiers: native, const

Internal flags of this object.

ObjectInternal[edit]

Type: pointer

Array size: 7

Modifiers: native, private, const

Other internal data for this object.

Outer[edit]

Type: Object

Modifiers: native, const

The outer object containing this object. For resources like Textures this is usually the package or group, for Actors this is usually the map package of the level currently being played.

Enums[edit]

EAxis[edit]

Coordinate axes.

AXIS_X 
The X axis.
AXIS_Y 
The Y axis.
AXIS_Z 
The Z axis.

ECamOrientation[edit]

Camera orientations.

CAMORIENT_None 
CAMORIENT_LookAtActor 
CAMORIENT_FacePath 
CAMORIENT_Interpolate 
CAMORIENT_Dolly 

EDetailMode[edit]

World and physics detail modes.

DM_Low 
Low detail.
DM_High 
Normal detail.
DM_SuperHigh 
Highest detail.

EDrawPivot[edit]

Draw pivot positions, e.g. for aligning text or materials.

DP_UpperLeft 
Upper left corner.
DP_UpperMiddle 
Center of upper side.
DP_UpperRight 
Upper right corner.
DP_MiddleRight 
Center of right side.
DP_LowerRight 
Lower right corner.
DP_LowerMiddle 
Center of lower side.
DP_LowerLeft 
Lower left corner.
DP_MiddleLeft 
Center of left side.
DP_MiddleMiddle 
Center of entire object.

ESheerAxis[edit]

SHEER_None 
SHEER_XY 
SHEER_XZ 
SHEER_YX 
SHEER_YZ 
SHEER_ZX 
SHEER_ZY 

Structs[edit]

See Object structs.

Functions[edit]

Static native functions[edit]

See Object static native functions.

Other static functions[edit]

EatStr[edit]

static final function EatStr (out string Dest, out string Source, int Num)

Removes Num characters from the start of Source and appends them to Dest. If the source string contains less than the specified number of characters, all of them are appended to the destination string.

GetItemName[edit]

simulated static function string GetItemName (string FullName)

Returns the last part of a dot-separated full object name.

Note that GetItemName(string(SomeObjectReference)) is the same as string(SomeObjectReference.Name), as long as the object reference is not None.

ReplaceText[edit]

simulated static final function ReplaceText (out string Text, string Replace, string With)

Modifies Text by replacing every occurrences of Replace with With. Only occurrences in the original text are replaced, additional occurrences created as a result of a replacement are ignored.

Iterator functions[edit]

AllObjects[edit]

native(197) final iterator function AllObjects (Class baseClass, out Object obj)

Iterates over the engine's internal object list and returns all objects of the specified class and all of its subclasses.

Note: This iterator is much more expensive than AllActors. Use it only when you have no other choice and select the base class very carefully.

Native functions[edit]

ClearConfig[edit]

native(537) final function ClearConfig (optional string PropName)

Clears the entire config section or only the configuration for the specified property and reloads the default value. For PerObjectConfig classes, only the config section for this object is cleared. Globalconfig properties are not affected unless they are declared in this object's class.

Disable[edit]

native(118) final function Disable (name ProbeFunc)

Disables the specified probe function. Invalid names, including names of non-probe functions, will generate a log warning.

Enable[edit]

native(117) final function Enable (name ProbeFunc)

Enables the specified probe function. Invalid names, including names of non-probe functions, will generate a log warning.

GetPropertyText[edit]

native final function string GetPropertyText (string PropName)

Returns the value of the specified property as a string. The result may differ from the value typecasted to string. Especially arrays and all kinds of structs can be converted to a string representation. This function will return an empty string if the specified property doesn't exist or is not public.

GetReferencers[edit]

native final function GetReferencers (Object Target, out array<ObjectReferencers)

Builds a list of objects referencing the specified object.

GetStateName[edit]

native(284) final function name GetStateName ()

Returns the name of the object's current state.

GotoState[edit]

native(113) final function GotoState (optional name NewState, optional name Label)

Switches to a new state and optionally starts executing that state's state code at the specified label. If the object previously was in a state, that state's EndState() event is called right before the state switch. If a valid NewState name was specified, that new state's BeginState() event is called right after the state switch.

Parameters:

  • NewState - The new state's name. If the empty name '' was specified, the object will be in the null state after the switch and no BeginState() event is executed. The special name 'Auto' is a synonym for the state with the auto modifier. This parameter defaults to the current state's name if omitted.
  • Label - The state label to begin state code execution at. Defaults to 'Begin' if omitted. Unless the label was omitted, an invalid label name will generate a log warning.

IsA[edit]

native(303) final function bool IsA (name ClassName)

Returns True if the object's Class name equals ClassName or if the object's class directly or indirectly extends a class with that name.

IsInState[edit]

native(281) final function bool IsInState (name TestState)

Returns True if the object's current state's name equals TestState or if the current state directly or indirectly extends a parent state with that name.

IsOnConsole[edit]

native final function bool IsOnConsole ()

Returns True if the game runs on a console platform, e.g. Xbox.

IsSoaking[edit]

native final function bool IsSoaking ()


PlatformIs64Bit[edit]

native final function bool PlatformIs64Bit ()

Returns True if the game runs through its 64bit binaries. With 32bit game binaries this function always returns False, even if the underlying operating system and hardware are 64bit.

PlatformIsMacOS[edit]

native final function bool PlatformIsMacOS ()

Returns True if the game runs under MacOS.

PlatformIsUnix[edit]

native final function bool PlatformIsUnix ()

Returns True if the game runs on a 32bit or 64bit Unix platform, e.g. Linux.

PlatformIsWindows[edit]

native final function bool PlatformIsWindows ()

Returns True if the game runs on a 32bit or 64bit Windows platform.

SaveConfig[edit]

native(536) final function SaveConfig ()

Saves this objects configurable properties. For PerObjectConfig classes, the values of configurable properties are written to a separate section labeled with this object's name and its class name. For other classes, the values of configurable properties are written to the object's class config section and also become the class default values. Values of globalconfig properties are written to the config section of the class that declared the property.

SetPropertyText[edit]

native final function bool SetPropertyText (string PropName, string PropValue)

Sets the value of the specified property. The format of the PropValue is similar to the return value of the GetPropertyText() function. If the specfied property doesn't exist, is declared with the const modifier or not public, no new value is assigned. SetPropertyText() will return False in this case.

Note that the return value True does not automatically mean that a valid new value was assigned to the property. An invalidly formatted value string could have unpredictable results. Depending on the type of property, nothing could happen at all, a null value may be assigned or even only a partial value, especially for struct properties.

Events[edit]

BeginState[edit]

event BeginState ()

Called for the new state right after the state switch before GotoState() returns.

Created[edit]

event Created ()

Called for non-Actor objects right before the new operator returns.

EndState[edit]

event EndState ()

Called for the old state right before the state switch during GotoState().

Other instance functions[edit]

RandRange[edit]

final function float RandRange (float Min, float Max)

Returns a random float value between Min and Max. Since this is an instance functions, you will have to use FRand() to generate the desired range of values:

Min + (Max - Min) * FRand()

Operators[edit]

See Object operators.