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UE3:Actor (UT3)

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UT3 Object >> Actor

Contents

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

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.

Property group 'Navigation'

bBlocksNavigation

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

See Actor 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

native static final function DrawDebugBox (Object.Vector Center, Object.Vector Extent, byte R, byte G, byte B, optional bool bPersistentLines)

Draw a debug box

DrawDebugCone

native static final function DrawDebugCone (Object.Vector Origin, Object.Vector Direction, float Length, float AngleWidth, float AngleHeight, int NumSides, Object.Color DrawColor, optional bool bPersistentLines)

Draw a debug cone

DrawDebugCoordinateSystem

native static final function DrawDebugCoordinateSystem (Object.Vector AxisLoc, Object.Rotator AxisRot, float Scale, optional bool bPersistentLines)

Draw Debug coordinate system

DrawDebugCylinder

native static final function DrawDebugCylinder (Object.Vector Start, Object.Vector End, float Radius, int Segments, byte R, byte G, byte B, optional bool bPersistentLines)

Draw a debug cylinder

DrawDebugLine

native static final function DrawDebugLine (Object.Vector LineStart, Object.Vector LineEnd, byte R, byte G, byte B, optional bool bPersistentLines)

Draw a debug line

DrawDebugSphere

native static final function DrawDebugSphere (Object.Vector Center, float Radius, int Segments, byte R, byte G, byte B, optional bool bPersistentLines)

Draw a debug sphere

FlushPersistentDebugLines

native static final function FlushPersistentDebugLines ()

Flush persistent lines

GetPackageGuid

native static final function Object.Guid GetPackageGuid (name PackageName)

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

static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)


ReplaceText

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


Iterator functions

AllActors

native(304) final iterator function AllActors (class<ActorBaseClass, out Actor Actor)


AllOwnedComponents

native final iterator function AllOwnedComponents (class<ComponentBaseClass, out ActorComponent OutComponent)

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

native(306) final iterator function BasedActors (class<ActorBaseClass, out Actor Actor)


ChildActors

native(305) final iterator function ChildActors (class<ActorBaseClass, out Actor Actor)


CollidingActors

native(321) final iterator function CollidingActors (class<ActorBaseClass, out Actor Actor, float Radius, optional Object.Vector Loc, optional bool bUseOverlapCheck)


ComponentList

native final iterator function ComponentList (class<ObjectBaseClass, out ActorComponent out_Component)

Returns each component in the Components list author: superville

DynamicActors

native(313) final iterator function DynamicActors (class<ActorBaseClass, out Actor Actor)


LocalPlayerControllers

native final iterator function LocalPlayerControllers (class<PlayerControllerBaseClass, out PlayerController PC)

iterator LocalPlayerControllers() returns all locally rendered/controlled player controllers (typically 1 per client, unless split screen)

OverlappingActors

native final iterator function OverlappingActors (class<ActorBaseClass, out Actor out_Actor, float Radius, optional Object.Vector Loc, optional bool bIgnoreHidden)

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

native(307) final iterator function TouchingActors (class<ActorBaseClass, out Actor Actor)


TraceActors

native(309) final iterator function TraceActors (class<ActorBaseClass, out Actor Actor, out Object.Vector HitLoc, out Object.Vector HitNorm, Object.Vector End, optional Object.Vector Start, optional Object.Vector Extent, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags)


VisibleActors

native(311) final iterator function VisibleActors (class<ActorBaseClass, out Actor Actor, optional float Radius, optional Object.Vector Loc)


VisibleCollidingActors

native(312) final iterator function VisibleCollidingActors (class<ActorBaseClass, out Actor Actor, float Radius, optional Object.Vector Loc, optional bool bIgnoreHidden)


Latent functions

FinishAnim

native(261) final latent function FinishAnim (AnimNodeSequence SeqNode)

Returns when the animation in the specified node sequence has finished.

Sleep

native(256) final latent function Sleep (float Seconds)

Returns after the specified amount of game time has passed.

Native functions

See Actor native functions.

Events

See Actor events.

Other instance functions

See Actor instance functions.