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UE3:Actor instance functions (UDK)

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UDK Object >> Actor (instance functions)
Actor instance functions in other games:
U2, U2XMP, UT2004, UT3
Other member categories for this class:
enums, events, internal variables, native functions, structs

Instance functions

ActivateEventClass

simulated final function bool ActivateEventClass (class<SequenceEventInClass, Actor InInstigator, const out array<SequenceEventEventList, optional const out array<intActivateIndices, optional bool bTest, optional out array<SequenceEventActivatedEvents)

Iterates through the given list of events and looks for all matching events, activating them as found.

Returns:

true if an event was found and activated

ApplyFluidSurfaceImpact

simulated function ApplyFluidSurfaceImpact (FluidSurfaceActor Fluid, Object.Vector HitLocation)

Called when this actor touches a fluid surface

CalcCamera

simulated function bool CalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

Calculate camera view point, when viewing this actor.

Parameters:

  • fDeltaTime - delta time seconds since last update
  • out_CamLoc - Camera Location
  • out_CamRot - Camera Rotation
  • out_FOV - Field of View

Returns:

true if Actor should provide the camera point of view.

CanActorPlayFaceFXAnim

simulated function bool CanActorPlayFaceFXAnim ()

Returns FALSE if Actor can play facefx Implement in sub-class.

CanSplash

simulated function bool CanSplash ()


CheckForErrors

function bool CheckForErrors ()


CheckHitInfo

final simulated function CheckHitInfo (out TraceHitInfo HitInfo, PrimitiveComponent FallBackComponent, Object.Vector Dir, out Object.Vector out_HitLocation)

Make sure we pass along a valid HitInfo struct for damage. The main reason behind this is that SkeletalMeshes do require a BoneName to receive and process an impulse... So if we don't have access to it (through touch() or for any non trace damage results), we need to perform an extra trace call().

Parameters:

  • HitInfo - initial structure to check
  • FallBackComponent - PrimitiveComponent to use if HitInfo.HitComponent is none
  • Dir - Direction to use if a Trace needs to be performed to find BoneName on skeletalmesh. Trace from HitLocation.
  • out_HitLocation - HitLocation to use for potential Trace, will get updated by Trace.

CheckMaxEffectDistance

simulated function bool CheckMaxEffectDistance (PlayerController P, Object.Vector SpawnLocation, optional float CullDistance)


ClearLatentAction

simulated final function ClearLatentAction (class<SeqAct_LatentactionClass, optional bool bAborted, optional SeqAct_Latent exceptionAction)

Clears all latent actions of the specified class.

Parameters:

  • actionClass - type of latent action to clear
  • bAborted - was this latent action aborted?
  • exceptionAction - action to skip

DisplayDebug

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

list important Actor variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used

Parameters:

  • HUD - HUD with canvas to draw on
  • out_YL - Height of the current font
  • out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

DoKismetAttachment

function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)

Performs actual attachment. Can be subclassed for class specific behaviors.

EffectIsRelevant

simulated function bool EffectIsRelevant (Object.Vector SpawnLocation, bool bForceDedicated, optional float CullDistance)


FindActorsOfClass

final function bool FindActorsOfClass (class<ActorActorClass, out array<Actorout_Actors)

Searches for actors of the specified class.

FindEventsOfClass

simulated final function bool FindEventsOfClass (class<SequenceEventEventClass, optional out array<SequenceEventout_EventList, optional bool bIncludeDisabled)

Builds a list of all events of the specified class.

Parameters:

  • eventClass - type of event to search for
  • out_EventList - list of found events
  • bIncludeDisabled - will not filter out the events with bEnabled = FALSE

Returns:

true if any events were found

FindGoodEndView

simulated function FindGoodEndView (PlayerController PC, out Object.Rotator GoodRotation)

Used by PlayerController.FindGoodView() in RoundEnded State

GetAimAdhesionExtent

simulated function GetAimAdhesionExtent (out float Width, out float Height, out Object.Vector Center)

Returns aim-adhesion zone extents for this actor. Extents are in world units centered around Actor's location, and assumed to be oriented to face the viewer (like a billboard sprite).

GetAimFrictionExtent

simulated function GetAimFrictionExtent (out float Width, out float Height, out Object.Vector Center)

Returns aim-friction zone extents for this actor. Extents are in world units centered around Actor's location, and assumed to be oriented to face the viewer (like a billboard sprite).

GetDebugName

function string GetDebugName ()


GetHumanReadableName

simulated function string GetHumanReadableName ()


GetItemName

simulated function string GetItemName (string FullName)


GetLocationStringFor

simulated function string GetLocationStringFor (PlayerReplicationInfo PRI)


GetPhysicsName

simulated function string GetPhysicsName ()


GetRemainingTimeForTimer

simulated final function float GetRemainingTimeForTimer (optional name TimerFuncName, optional Object inObj)


HurtRadius

simulated function bool HurtRadius (float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, optional Actor IgnoredActor, optional Controller InstigatedByController, optional bool bDoFullDamage)


IsActorPlayingFaceFXAnim

simulated function bool IsActorPlayingFaceFXAnim ()

Returns TRUE if Actor is playing a FaceFX anim. Implement in sub-class.

IsClient

simulated final function bool IsClient ()


IsInPain

function bool IsInPain ()


IsInVolume

function bool IsInVolume (Volume aVolume)


IsOwningClient

simulated function bool IsOwningClient ()


IsServer

simulated final function bool IsServer ()


IsStationary

function bool IsStationary ()


KilledBy

function KilledBy (Pawn EventInstigator)


MatchStarting

function MatchStarting ()


NotifyLocalPlayerTeamReceived

simulated function NotifyLocalPlayerTeamReceived ()


OnAttachToActor

function OnAttachToActor (SeqAct_AttachToActor Action)

Attach an actor to another one. Kismet action.

OnChangeCollision

function OnChangeCollision (SeqAct_ChangeCollision Action)

Handler for collision action, allow designer to toggle collide/block actors

OnDestroy

simulated function OnDestroy (SeqAct_Destroy Action)

If this actor is not already scheduled for destruction, destroy it now.

OnModifyHealth

simulated function OnModifyHealth (SeqAct_ModifyHealth Action)


OnSetBlockRigidBody

simulated function OnSetBlockRigidBody (SeqAct_SetBlockRigidBody Action)

Handler for the SeqAct_SetBlockRigidBody action. Allows level designer to toggle the rigid-body blocking flag on an Actor, and will handle updating the physics engine etc.

OnSetPhysics

simulated function OnSetPhysics (SeqAct_SetPhysics Action)

Handler for the SeqAct_SetPhysics action, allowing designer to change the Physics mode of an Actor.

OnSetVelocity

simulated function OnSetVelocity (SeqAct_SetVelocity Action)

Handler for the SeqAct_SetVelocity action. Allows level designer to impart a velocity on the actor.

OnTeleport

simulated function OnTeleport (SeqAct_Teleport Action)

Called upon receiving a SeqAct_Teleport action. Grabs the first destination available and attempts to teleport this actor.

Parameters:

  • Action - teleport action that was activated

OnToggleHidden

simulated function OnToggleHidden (SeqAct_ToggleHidden Action)

Handler for SeqAct_ToggleHidden, just sets bHidden.

PawnBaseDied

function PawnBaseDied ()


PickedUpBy

function PickedUpBy (Pawn P)

implemented by pickup type Actors to do things following a successful pickup

Parameters:

  • P - the Pawn that picked us up

Todo: remove this and fix up the DenyPickupQuery() calls that use this

PlayTeleportEffect

function PlayTeleportEffect (bool bOut, bool bSound)


PostTeleport

function PostTeleport (Teleporter OutTeleporter)


PreTeleport

function bool PreTeleport (Teleporter InTeleporter)


SetGRI

function SetGRI (GameReplicationInfo GRI)


StopsProjectile

simulated function bool StopsProjectile (Projectile P)


TakeRadiusDamage

simulated function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent)

Take Radius Damage by default scales damage based on distance from HurtOrigin to Actor's location. This can be overridden by the actor receiving the damage for special conditions (see KAsset.uc). This then calls TakeDamage() to go through the same damage pipeline.

Parameters:

  • InstigatedBy - instigator of the damage
  • BaseDamage -
  • DamageRadius - from Origin)
  • DamageType - class
  • Momentum - float)
  • HurtOrigin - origin of the damage radius.
  • bFullDamage - if true, damage not scaled based on distance HurtOrigin
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
  • DamageFalloff - allows for nonlinear damage falloff from the point. Default is linera.

Returns:

Returns amount of damage applied.

TriggerEventClass

simulated function bool TriggerEventClass (class<SequenceEventInEventClass, Actor InInstigator, optional int ActivateIndex, optional bool bTest, optional out array<SequenceEventActivatedEvents)

Convenience function for triggering events in the GeneratedEvents list If you need more options (activating multiple outputs, etc), call ActivateEventClass() directly

TriggerGlobalEventClass

simulated function bool TriggerGlobalEventClass (class<SequenceEventInEventClass, Actor InInstigator, optional int ActivateIndex)

trigger a "global" Kismet event (one that doesn't have an Originator, generally because it's triggered by a game-time object)

UsedBy

function bool UsedBy (Pawn User)

Called when being activated by the specified pawn. Default implementation searches for any SeqEvent_Used and activates them.

Returns:

true to indicate this actor was activated

VolumeBasedDestroy

simulated function VolumeBasedDestroy (PhysicsVolume PV)

Called when an Actor should be destroyed by a pain volume.