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UE3:Actor instance functions (UT3)

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

Instance functions[edit]

ActivateEventClass[edit]

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

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

CalcCamera[edit]

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.

CanSplash[edit]

simulated function bool CanSplash ()


CheckForErrors[edit]

function bool CheckForErrors ()


CheckHitInfo[edit]

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[edit]

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


ClearLatentAction[edit]

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

DebugFreezeGame[edit]

function DebugFreezeGame ()

Debug Freeze Game dumps the current script function stack and pauses the game with PlayersOnly (still allowing the player to move around).

DisplayDebug[edit]

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[edit]

function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)

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

EffectIsRelevant[edit]

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


FindActorsOfClass[edit]

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

Searches for actors of the specified class.

FindEventsOfClass[edit]

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

Builds a list of all events of the specified class.

Parameters:

  • eventClass - type of event to search for
  • out_EventList - list of found events

Returns:

true if any events were found

FindGoodEndView[edit]

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

Used by PlayerController.FindGoodView() in RoundEnded State

ForceNetRelevant[edit]

function ForceNetRelevant ()

forces this actor to be net relevant if it is not already by default, only works on level placed actors (bNoDelete)

GetDebugName[edit]

function string GetDebugName ()


GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()


GetItemName[edit]

simulated function string GetItemName (string FullName)


GetLocationStringFor[edit]

simulated function string GetLocationStringFor (PlayerReplicationInfo PRI)


GetPhysicsName[edit]

simulated function string GetPhysicsName ()


HealDamage[edit]

function bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

the reverse of TakeDamage(); heals the specified amount

Parameters:

  • Amount - The amount of damage to heal
  • Healer - Who is doing the healing
  • DamageType - What type of healing is it

HurtRadius[edit]

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[edit]

simulated function bool IsActorPlayingFaceFXAnim ()

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

IsInPain[edit]

function bool IsInPain ()


IsInVolume[edit]

function bool IsInVolume (Volume aVolume)


IsStationary[edit]

function bool IsStationary ()


KilledBy[edit]

function KilledBy (Pawn EventInstigator)


MatchStarting[edit]

function MatchStarting ()


NotifyLocalPlayerTeamReceived[edit]

simulated function NotifyLocalPlayerTeamReceived ()


OnAttachToActor[edit]

function OnAttachToActor (SeqAct_AttachToActor Action)

Attach an actor to another one. Kismet action.

OnCauseDamage[edit]

simulated function OnCauseDamage (SeqAct_CauseDamage Action)

Called upon receiving a SeqAct_CauseDamage action, calls TakeDamage() with the given parameters.

Parameters:

  • Action - damage action that was activated

OnChangeCollision[edit]

function OnChangeCollision (SeqAct_ChangeCollision Action)

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

OnDestroy[edit]

simulated function OnDestroy (SeqAct_Destroy Action)

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

OnHealDamage[edit]

function OnHealDamage (SeqAct_HealDamage Action)

Called upon receiving a SeqAct_HealDamage action, calls HealDamage() with the given parameters.

Parameters:

  • Action - heal action that was activated

OnMakeNoise[edit]

simulated function OnMakeNoise (SeqAct_MakeNoise Action)

Force this actor to make a noise that the AI may hear

OnSetBlockRigidBody[edit]

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[edit]

simulated function OnSetPhysics (SeqAct_SetPhysics Action)

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

OnTeleport[edit]

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[edit]

simulated function OnToggleHidden (SeqAct_ToggleHidden Action)

Handler for SeqAct_ToggleHidden, just sets bHidden.

PawnBaseDied[edit]

function PawnBaseDied ()


PickedUpBy[edit]

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[edit]

function PlayTeleportEffect (bool bOut, bool bSound)


PostTeleport[edit]

function PostTeleport (Teleporter OutTeleporter)


PreTeleport[edit]

function bool PreTeleport (Teleporter InTeleporter)


SetGRI[edit]

function SetGRI (GameReplicationInfo GRI)


StopsProjectile[edit]

simulated function bool StopsProjectile (Projectile P)


TakeRadiusDamage[edit]

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

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
  • Base - Damage
  • Damage - Radius (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)

TimeSince[edit]

simulated final function float TimeSince (float Time)

Retrieves difference between world time and given time

TriggerEventClass[edit]

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

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

UsedBy[edit]

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