The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:Actor (UT3)
Object >> Actor |
Contents
- 1 Constants
- 2 Properties
- 3 Enums
- 4 Structs
- 5 Functions
- Package:
- Engine
- Direct subclasses:
- UTCustomChar_Preview, Camera, UTProcessedCharacterCache, Controller, UTBreakablePowerCables, DecalActor, Brush, CameraActor, DecalManager, DialogueManager, DroppedPickup, DynamicSMActor, EmitterPool, Emitter, FlockAttractor, FlockTestActor, FlockTest_Spawner, HUD, Info, InventoryManager, Inventory, KAsset, Keypoint, LensFlareSource, Light, UTWarfareChildBarricade, MaterialInstanceActor, MatineeActor, NavigationPoint, Note, Pawn, PhysAnimTestActor, PrefabInstance, Projectile, RB_ConstraintActor, RB_CylindricalForceActor, RB_LineImpulseActor, RB_RadialForceActor, RB_RadialImpulseActor, RB_Thruster, SceneCaptureActor, SkeletalMeshActor, SpeedTreeActor, StaticMeshActorBase, Trigger, UTVehicleBoostPad, UTAvoidMarker, UTCarriedObject, UTDarkWalkerBeamLight, UTDeployedActor, UTGib, UTJumpBootEffect, UTLinkBeamLight, UTOnslaughtGodBeam, UTPowerCorePanel, UTWalkerBody, UTWeaponAttachment, UTWeaponShield, VehicleMovementEffect, UTHeroBomb
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2, UT2004, U2XMP, UDK
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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 - Actor iterator functions - Message broadcasting
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Constants
TRACEFLAG_Bullet
Value: 1
List of extra trace flags
TRACEFLAG_PhysicsVolumes
Value: 2
TRACEFLAG_SkipMovers
Value: 4
TRACEFLAG_Blocking
Value: 8
REP_RBLOCATION_ERROR_TOLERANCE_SQ
Value: 16.0f
when bReplicateRigidBodyLocation is true, the root body of a ragdoll will be replicated but this is not entirely accurate (and isn't meant to be) as the other bodies in the ragdoll may interfere this can then result in jittering from the client constantly trying to apply the replicated value so if the client's error is less than this amount from the replicated value, it will be ignored
MINFLOORZ
Value: 0.7
ACTORMAXSTEPHEIGHT
Value: 35.0
max height floor walking actor can step up to
RBSTATE_LINVELSCALE
Value: 10.0
RBSTATE_ANGVELSCALE
Value: 1000.0
RB_None
Value: 0x00
Not set, empty
RB_NeedsUpdate
Value: 0x01
If bNewData & RB_NeedsUpdate != 0 then an update is needed
RB_Sleeping
Value: 0x02
if bNewData & RB_Sleeping != 0 then this RigidBody needs to sleep
Properties
Property group 'Advanced'
bConsiderAllStaticMeshComponentsForStreaming
Type: bool
If true, texture streaming code iterates over all StaticMeshComponents found on this actor when building texture streaming information.
bEdShouldSnap
Type: bool
Snap to grid in editor.
bHiddenEd
Type: bool
Modifiers: const
Is hidden during editing.
bHiddenEdGroup
Type: bool
Modifiers: const
Is hidden by the group brower.
bLockLocation
Type: bool
Prevent the actor from being moved in the editor.
Property group 'Attachment'
Base
Type: Actor
Modifiers: const
Actor we're standing on.
BaseBoneName
Type: name
BaseSkelComponent
Type: SkeletalMeshComponent
bHardAttach
Type: bool
Modifiers: const
bIgnoreBaseRotation
Type: bool
bShadowParented
Type: bool
If TRUE, BaseSkelComponent is used as the shadow parent for this actor.
Property group 'Collision'
bCollideComplex
Type: bool
Ignore Simple Collision on Static Meshes, and collide per Poly.
BlockRigidBody
Type: bool
Modifiers: const, transient
mirrored copy of CollisionComponent's BlockRigidBody for the Actor property window for LDs (so it's next to CollisionType) purely for editing convenience and not used at all by the physics code
bNoEncroachCheck
Type: bool
For encroachers, don't do the overlap check when they move. You will not get touch events for this actor moving, but it is much faster. This is an optimisation for large numbers of PHYS_RigidBody actors for example.
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)
bPhysRigidBodyOutOfWorldCheck
Type: bool
If true, do a zero-extent trace each frame from old to new Location when in PHYS_RigidBody. If it hits the world (ie might be tunneling), call FellOutOfWorld.
CollisionComponent
Type: PrimitiveComponent
CollisionType
Type: ECollisionType
Modifiers: const, transient
enum for LDs to select collision options - sets Actor flags and that of our CollisionComponent via PostEditChange()
Default value: COLLIDE_NoCollision
Property group 'Debug'
bDebug
Type: bool
Property group 'Display'
bHidden
Type: bool
Modifiers: const
If this is True, all PrimitiveComponents of the actor are hidden. If this is false, only PrimitiveComponents with HiddenGame=True are hidden.
DrawScale
Type: float
Modifiers: const, interp
Scaling factor, 1.0=normal size.
Default value: 1.0
DrawScale3D
Type: Object.Vector
Modifiers: const, interp
Scaling vector, (1.0,1.0,1.0)=normal size.
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
PrePivot
Type: Object.Vector
Modifiers: const
Property group 'Movement'
DesiredRotation
Type: Object.Rotator
Physics will smoothly rotate actor to this rotation.
Location
Type: Object.Vector
Modifiers: const
Actor's location; use Move to set.
Physics
Type: EPhysics
Modifiers: const
Rotation
Type: Object.Rotator
Modifiers: const
Rotation.
RotationRate
Type: Object.Rotator
Change in rotation per second.
Type: bool
indicates that this Actor can dynamically block AI paths
Property group 'Object'
Group
Type: name
Tag
Type: name
Actor's tag name.
Property group 'Physics'
MinDistForNetRBCorrection
Type: float
If linear error is less than this, will not be corrected by net update.
Internal variables
Enums
ECollisionType
enum for LDs to select collision options - sets Actor flags and that of our CollisionComponent via PostEditChange()
- COLLIDE_CustomDefault
- custom programmer set collison (PostEditChange() will restore collision to defaults when this is selected)
- COLLIDE_NoCollision
- doesn't collide
- COLLIDE_BlockAll
- blocks everything
- COLLIDE_BlockWeapons
- only blocks zero extent things (usually weapons)
- COLLIDE_TouchAll
- touches (doesn't block) everything
- COLLIDE_TouchWeapons
- touches (doesn't block) only zero extent things
- COLLIDE_BlockAllButWeapons
- only blocks non-zero extent things (Pawns, etc)
- COLLIDE_TouchAllButWeapons
- touches (doesn't block) only non-zero extent things
EDoubleClickDir
- DCLICK_None
- DCLICK_Left
- DCLICK_Right
- DCLICK_Forward
- DCLICK_Back
- DCLICK_Active
- DCLICK_Done
EMoveDir
The set of Directions an actor can be moving *
- MD_Stationary
- MD_Forward
- MD_Backward
- MD_Left
- MD_Right
- MD_Up
- MD_Down
ENetRole
- ROLE_None
- No role at all.
- ROLE_SimulatedProxy
- Locally simulated proxy of this actor.
- ROLE_AutonomousProxy
- Locally autonomous proxy of this actor.
- ROLE_Authority
- Authoritative control over the actor.
EPhysics
- PHYS_None
- PHYS_Walking
- PHYS_Falling
- PHYS_Swimming
- PHYS_Flying
- PHYS_Rotating
- PHYS_Projectile
- PHYS_Interpolating
- PHYS_Spider
- PHYS_Ladder
- PHYS_RigidBody
- PHYS_SoftBody
- PHYS_Unused
- update bounding boxes and killzone test, otherwise like PHYS_None
ETravelType
- TRAVEL_Absolute
- Absolute URL.
- TRAVEL_Partial
- Partial (carry name, reset server).
- TRAVEL_Relative
- Relative URL.
Structs
See Actor structs.
Functions
Static native functions
DrawDebugBox
Draw a debug box
DrawDebugCone
Draw a debug cone
DrawDebugCoordinateSystem
Draw Debug coordinate system
DrawDebugCylinder
Draw a debug cylinder
DrawDebugLine
Draw a debug line
DrawDebugSphere
Draw a debug sphere
FlushPersistentDebugLines
Flush persistent lines
GetPackageGuid
Looks up the GUID of a package on disk. The package must NOT be in the autodownload cache. This may require loading the header of the package in question and is therefore slow.
Other static functions
GetLocalString
ReplaceText
Iterator functions
AllActors
AllOwnedComponents
Iterates over all components directly or indirectly attached to this actor.
Parameters:
- BaseClass - Only components deriving from BaseClass will be iterated upon.
- OutComponent - The iteration variable.
BasedActors
ChildActors
CollidingActors
ComponentList
Returns each component in the Components list author: superville
DynamicActors
LocalPlayerControllers
iterator LocalPlayerControllers() returns all locally rendered/controlled player controllers (typically 1 per client, unless split screen)
OverlappingActors
Returns colliding (bCollideActors==true) which overlap a Sphere from location 'Loc' and 'Radius' radius.
Parameters:
- BaseClass - The Actor returns must be a subclass of this.
- out_Actor - returned Actor at each iteration.
- Radius - Radius of sphere for overlapping check.
- Loc - Center of sphere for overlapping check. (Optional, caller's location is used otherwise).
- bIgnoreHidden - if true, ignore bHidden actors.
TouchingActors
TraceActors
VisibleActors
VisibleCollidingActors
Latent functions
FinishAnim
Returns when the animation in the specified node sequence has finished.
Sleep
Returns after the specified amount of game time has passed.
Native functions
Events
See Actor events.