The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:Actor internal variables (UDK)
Contents
- 1 Internal variables
- 1.1 Acceleration
- 1.2 AllComponents
- 1.3 AngularVelocity
- 1.4 Attached
- 1.5 bAlwaysEncroachCheck
- 1.6 bAlwaysRelevant
- 1.7 bAlwaysTick
- 1.8 bBlockActors
- 1.9 bBlocksTeleport
- 1.10 bBounce
- 1.11 bCallRigidBodyWakeEvents
- 1.12 bCanBeAdheredTo
- 1.13 bCanBeDamaged
- 1.14 bCanBeFrictionedTo
- 1.15 bCanTeleport
- 1.16 bCollideActors
- 1.17 bCollideAsEncroacher
- 1.18 bCollideWhenPlacing
- 1.19 bCollideWorld
- 1.20 bComponentOutsideWorld
- 1.21 bDeleteMe
- 1.22 bDemoOwner
- 1.23 bDemoRecording
- 1.24 bDestroyedByInterpActor
- 1.25 bDestroyInPainVolume
- 1.26 bExchangedRoles
- 1.27 bForceAllowKismetModification
- 1.28 bForceDemoRelevant
- 1.29 bForceNetUpdate
- 1.30 bGameRelevant
- 1.31 bHasAlternateTargetLocation
- 1.32 bHiddenEdCustom
- 1.33 bHiddenEdLevel
- 1.34 bHiddenEdTemporary
- 1.35 bHurtEntry
- 1.36 bIgnoreEncroachers
- 1.37 bIgnoreRigidBodyPawns
- 1.38 bIsMoving
- 1.39 bJustTeleported
- 1.40 bKillDuringLevelTransition
- 1.41 bMovable
- 1.42 bNetDirty
- 1.43 bNetInitial
- 1.44 bNetInitialRotation
- 1.45 bNetOwner
- 1.46 bNetTemporary
- 1.47 bNoDelete
- 1.48 bOnlyDirtyReplication
- 1.49 bOnlyOwnerSee
- 1.50 bOnlyRelevantToOwner
- 1.51 bOrientOnSlope
- 1.52 bPathTemp
- 1.53 bPendingDelete
- 1.54 bPendingNetUpdate
- 1.55 bPostRenderIfNotVisible
- 1.56 bProjTarget
- 1.57 bPushedByEncroachers
- 1.58 bReplicateInstigator
- 1.59 bReplicateMovement
- 1.60 bReplicateRigidBodyLocation
- 1.61 bRigidBodyWasAwake
- 1.62 bRouteBeginPlayEvenIfStatic
- 1.63 bScriptInitialized
- 1.64 bShouldBaseAtStartup
- 1.65 bSkipActorPropertyReplication
- 1.66 bStatic
- 1.67 bTearOff
- 1.68 bTempEditor
- 1.69 bTicked
- 1.70 bTickIsDisabled
- 1.71 bUpdateSimulatedPosition
- 1.72 bWorldGeometry
- 1.73 Children
- 1.74 Components
- 1.75 CreationTime
- 1.76 CustomTimeDilation
- 1.77 DetachFence
- 1.78 GeneratedEvents
- 1.79 HiddenEditorViews
- 1.80 InitialState
- 1.81 Instigator
- 1.82 LastNetUpdateTime
- 1.83 LastRenderTime
- 1.84 LatentActions
- 1.85 LatentFloat
- 1.86 LatentSeqNode
- 1.87 LifeSpan
- 1.88 MessageClass
- 1.89 NetPriority
- 1.90 NetTag
- 1.91 NetUpdateFrequency
- 1.92 NetUpdateTime
- 1.93 OverlapTag
- 1.94 Owner
- 1.95 PendingTouch
- 1.96 PhysicsVolume
- 1.97 RelativeLocation
- 1.98 RelativeRotation
- 1.99 RemoteRole
- 1.100 ReplicatedCollisionType
- 1.101 Role
- 1.102 SupportedEvents
- 1.103 TickFrequency
- 1.104 TickFrequencyDecreaseDistanceEnd
- 1.105 TickFrequencyDecreaseDistanceStart
- 1.106 TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency
- 1.107 TickGroup
- 1.108 Timers
- 1.109 TimeSinceLastTick
- 1.110 Touching
- 1.111 Velocity
- 1.112 WorldInfo
- Actor internal variables in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
- Other member categories for this class:
- enums, events, instance functions, native functions, structs
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables[edit]
Acceleration[edit]
Type: Object.Vector
Acceleration.
AllComponents[edit]
Type: array<ActorComponent>
Modifiers: private, transient, const
All actor components which are directly or indirectly attached to the actor.
AngularVelocity[edit]
Type: Object.Vector
Modifiers: transient, const
Attached[edit]
Modifiers: const
array of actors attached to this actor.
bAlwaysEncroachCheck[edit]
Type: bool
If true (and is an encroacher) will do the encroachment check inside MoveActor even if there is no movement. This is useful for objects that may change bounding box but not actually move.
bAlwaysRelevant[edit]
Type: bool
Always relevant for network.
bAlwaysTick[edit]
Type: bool
Modifiers: const
Update even when paused
bBlockActors[edit]
Type: bool
Blocks other nonplayer actors.
bBlocksTeleport[edit]
Type: bool
bBounce[edit]
Type: bool
Bounces when hits ground fast.
bCallRigidBodyWakeEvents[edit]
Type: bool
Should call OnWakeRBPhysics/OnSleepRBPhysics events
bCanBeAdheredTo[edit]
Type: bool
Determines whether or not adhesion code should attempt to adhere to this actor. *
bCanBeDamaged[edit]
Type: bool
can take damage
bCanBeFrictionedTo[edit]
Type: bool
Determines whether or not friction code should attempt to friction to this actor. *
bCanTeleport[edit]
Type: bool
This actor can be teleported.
bCollideActors[edit]
Type: bool
Modifiers: const
Collides with other actors.
bCollideAsEncroacher[edit]
Type: bool
If true, this actor collides as an encroacher, even if its physics is not PHYS_RigidBody or PHYS_Interpolating
bCollideWhenPlacing[edit]
Type: bool
This actor collides with the world when placing.
bCollideWorld[edit]
Type: bool
Collides with the world.
bComponentOutsideWorld[edit]
Type: bool
Modifiers: const, transient
Set TRUE if a component is ever attached which is outside the world. OutsideWorldBounds will be called in Tick in this case.
bDeleteMe[edit]
Type: bool
Modifiers: const
About to be deleted.
bDemoOwner[edit]
Type: bool
set when we are currently replicating this Actor into a demo
bDemoRecording[edit]
Type: bool
Modifiers: transient
Demo recording variables
bDestroyedByInterpActor[edit]
Type: bool
If TRUE, when an InterpActor (Mover) encroaches or runs into this Actor, it is destroyed, and will not stop the mover.
bDestroyInPainVolume[edit]
Type: bool
destroy this actor if it enters a pain volume
bExchangedRoles[edit]
Type: bool
Modifiers: const
whether we already exchanged Role/RemoteRole on the client, as removing then readding a streaming level causes all initialization to be performed again even though the actor may not have actually been reloaded
bForceAllowKismetModification[edit]
Type: bool
Modifiers: const
always allow Kismet to modify this Actor, even if it's static and not networked (e.g. for server side only stuff)
bForceDemoRelevant[edit]
Type: bool
bForceNetUpdate[edit]
Type: bool
Modifiers: transient
When set to TRUE will force this actor to immediately be considered for replication, instead of waiting for NetUpdateTime
bGameRelevant[edit]
Type: bool
Always relevant for game
bHasAlternateTargetLocation[edit]
Type: bool
whether this Actor may return an alternate location from GetTargetLocation() when bRequestAlternateLoc is true (used as an early out when tracing to those locations, etc)
bHiddenEdCustom[edit]
Type: bool
Modifiers: const
custom visibility flag for game-specific editor modes; not used by base editor functionality
bHiddenEdLevel[edit]
Type: bool
Modifiers: transient, editoronly
Is hidden by the level browser.
bHiddenEdTemporary[edit]
Type: bool
Modifiers: transient, editoronly
Is temporarily hidden within the editor; used for show/hide/etc. functionality w/o dirtying the actor
bHurtEntry[edit]
Type: bool
keep HurtRadius from being reentrant
bIgnoreEncroachers[edit]
Type: bool
Modifiers: const
Ignore collisions between movers and this actor
bIgnoreRigidBodyPawns[edit]
Type: bool
Ignore Unreal collisions between PHYS_RigidBody pawns (vehicles/ragdolls) and this actor (only relevant if bIgnoreEncroachers is false)
bIsMoving[edit]
Type: bool
Modifiers: const
Used to determine when we stop moving, so we can update PreviousLocalToWorld to stop motion blurring.
bJustTeleported[edit]
Type: bool
Modifiers: const
Default value: True
bKillDuringLevelTransition[edit]
Type: bool
If set, actor and its components are marked as pending kill during seamless map transitions
bMovable[edit]
Type: bool
Modifiers: const
Actor can be moved.
Default value: True
bNetDirty[edit]
Type: bool
Modifiers: transient
set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
bNetInitial[edit]
Type: bool
Modifiers: const
Initial network update.
bNetInitialRotation[edit]
Type: bool
Modifiers: const
Should replicate initial rotation. This property should never be changed during execution, as the client and server rely on the default value of this property always being the same.
bNetOwner[edit]
Type: bool
Modifiers: const
bNetTemporary[edit]
Type: bool
Modifiers: const
Tear-off simulation in network play.
bNoDelete[edit]
Type: bool
Modifiers: const
Cannot be deleted during play.
bOnlyDirtyReplication[edit]
Type: bool
bOnlyOwnerSee[edit]
Type: bool
Modifiers: const
Only owner can see this actor.
bOnlyRelevantToOwner[edit]
Type: bool
Modifiers: const
this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
bOrientOnSlope[edit]
Type: bool
when landing, orient base on slope of floor
bPathTemp[edit]
Type: bool
Modifiers: transient
Internal/path building
bPendingDelete[edit]
Type: bool
bPendingNetUpdate[edit]
Type: bool
Modifiers: const, transient
Is this actor still pending a full net update due to clients that weren't able to replicate the actor at the time of LastNetUpdateTime
bPostRenderIfNotVisible[edit]
Type: bool
IF true, may call PostRenderFor() even when this actor is not visible
bProjTarget[edit]
Type: bool
Projectiles should potentially target this actor.
bPushedByEncroachers[edit]
Type: bool
whether encroachers can push this Actor (only relevant if bIgnoreEncroachers is false and not an encroacher ourselves) if false, the encroacher gets EncroachingOn() called immediately instead of trying to safely move this actor first
Default value: True
bReplicateInstigator[edit]
Type: bool
Replicate instigator to client (used by bNetTemporary projectiles).
bReplicateMovement[edit]
Type: bool
if true, replicate movement/location related properties
Default value: True
bReplicateRigidBodyLocation[edit]
Type: bool
replicate Location property even when in PHYS_RigidBody
bRigidBodyWasAwake[edit]
Type: bool
Modifiers: const, transient
RigidBody of CollisionComponent was awake last frame -- used to call OnWakeRBPhysics/OnSleepRBPhysics events
bRouteBeginPlayEvenIfStatic[edit]
Type: bool
Modifiers: const
Whether to route BeginPlay even if the actor is static.
Default value: True
bScriptInitialized[edit]
Type: bool
set to prevent re-initializing of actors spawned during level startup
bShouldBaseAtStartup[edit]
Type: bool
if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating
bSkipActorPropertyReplication[edit]
Type: bool
if true, don't replicate actor class variables for this actor
bStatic[edit]
Type: bool
Modifiers: const, public
Does not move or change over time. It is only safe to change this property in defaultproperties.
bTearOff[edit]
Type: bool
bTempEditor[edit]
Type: bool
Modifiers: transient, const
Internal UnrealEd.
bTicked[edit]
Type: bool
Modifiers: transient, const
Actor has been updated.
bTickIsDisabled[edit]
Type: bool
Modifiers: const, public
if set, this Actor and all of its components are not ticked. Modify via SetTickIsDisabled() this flag has no effect on bStatic Actors
bUpdateSimulatedPosition[edit]
Type: bool
if true, update velocity/location after initialization for simulated proxies
bWorldGeometry[edit]
Type: bool
Collision and Physics treats this actor as static world geometry
Children[edit]
Modifiers: transient, const
array of actors owned by this actor
Components[edit]
Type: array<ActorComponent>
Modifiers: private, const
The actor components which are attached directly to the actor's location/rotation.
CreationTime[edit]
Type: float
Modifiers: const
CustomTimeDilation[edit]
Type: float
Allow each actor to run at a different time speed
Default value: 1.0
DetachFence[edit]
Type: Object.RenderCommandFence
Modifiers: private, native, const
A fence to track when the primitive is detached from the scene in the rendering thread.
GeneratedEvents[edit]
Type: array<SequenceEvent>
Modifiers: const
List of all events currently associated with this actor
HiddenEditorViews[edit]
Type: Object.qword
Modifiers: transient
Bitflag to represent which views this actor is hidden in, via per-view group visibilty
InitialState[edit]
Type: name
Instigator[edit]
Type: Pawn
Pawn responsible for damage caused by this actor.
LastNetUpdateTime[edit]
Type: float
Modifiers: const, transient
Last time this actor was updated for replication via NetUpdateTime or bForceNetUpdate
Warning: internal net driver time, not related to WorldInfo.TimeSeconds
LastRenderTime[edit]
Type: float
Modifiers: transient
The value of WorldInfo->TimeSeconds for the frame when this actor was last rendered. This is written from the render thread, which is up to a frame behind the game thread, so you should allow this time to be at least a frame behind the game thread's world time before you consider the actor non-visible. There's an equivalent variable in PrimitiveComponent.
LatentActions[edit]
Type: array<SeqAct_Latent>
List of all latent actions currently active on this actor
LatentFloat[edit]
Type: float
Modifiers: const
Internal latent function use.
LatentSeqNode[edit]
Type: AnimNodeSequence
Modifiers: const
Internal latent function use.
LifeSpan[edit]
Type: float
How old the object lives before dying, 0=forever.
MessageClass[edit]
Type: class<LocalMessage>
Default value: Class'Engine.LocalMessage'
NetPriority[edit]
Type: float
Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate
Default value: 1.0
NetTag[edit]
Type: int
Modifiers: const, transient
Internal - used by UWorld::ServerTickClients()
NetUpdateFrequency[edit]
Type: float
How often (per second) this actor will be considered for replication, used to determine NetUpdateTime
Default value: 100.0
NetUpdateTime[edit]
Type: float
Modifiers: const
Next time this actor will be considered for replication, set by SetNetUpdateTime()
OverlapTag[edit]
Type: int
Modifiers: native
Owner[edit]
Type: Actor
Modifiers: const
Owner actor.
PendingTouch[edit]
Type: Actor
PLEASE NOTE DesiredRotation is removed This DesiredRotation is moved to Pawn to remove redundant variables usage. (i.e. between Pawn and Controller) Pawn now handles all DesiredRotation and it is only one place. All Actor's DesiredRotation won't work anymore - Use RotationRate to control Actor's rotation
PhysicsVolume[edit]
Type: PhysicsVolume
Modifiers: transient, const
physics volume this actor is currently in
RelativeLocation[edit]
Type: Object.Vector
Modifiers: const
location relative to base/bone (valid if base exists)
RelativeRotation[edit]
Type: Object.Rotator
Modifiers: const
rotation relative to base/bone (valid if base exists)
RemoteRole[edit]
Type: ENetRole
ReplicatedCollisionType[edit]
Type: ECollisionType
Modifiers: transient
used when collision is changed via Kismet "Change Collision" action to set component flags on the CollisionComponent will not modify replicated Actor flags regardless of setting
Role[edit]
Type: ENetRole
Default value: ROLE_Authority
SupportedEvents[edit]
Type: array<class<SequenceEvent> >
Modifiers: const
List of all events that this actor can support, for use by the editor
Default value, index 0: Class'Engine.SeqEvent_Touch'
Default value, index 1: Class'Engine.SeqEvent_Destroyed'
Default value, index 2: Class'Engine.SeqEvent_TakeDamage'
Default value, index 3: Class'Engine.SeqEvent_HitWall'
TickFrequency[edit]
Type: float
How often to tick this actor. If 0, tick every frame
TickFrequencyDecreaseDistanceEnd[edit]
Type: float
How far from the player to stop decreasing the tick, with a linear fall off from TickFrequencyDecreaseDistanceStart
TickFrequencyDecreaseDistanceStart[edit]
Type: float
How far from the player to start decreasing the tick, with a linear fall off until TickFrequencyDecreaseDistanceEnd
TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency[edit]
Type: float
This is the time before we force the TickFrequency to TickFrequencyAtEndDistance *
Default value: 2.0
TickGroup[edit]
Type: Object.ETickingGroup
Modifiers: const
The ticking group this actor belongs to
Timers[edit]
Modifiers: const
TimeSinceLastTick[edit]
Type: float
How long has it been since the last tick? Once this reaches TickFrequency, Tick the actor with a DeltaTime for how long since last
Touching[edit]
Modifiers: transient, const
List of touching actors.
Velocity[edit]
Type: Object.Vector
Velocity.
WorldInfo[edit]
Type: WorldInfo
Modifiers: const, transient