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UE3:Actor internal variables (UDK)

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UDK Object >> Actor (internal variables)

Contents

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

Internal variables

Acceleration

Type: Object.Vector

Acceleration.

AllComponents

Type: array<ActorComponent>

Modifiers: private, transient, const

All actor components which are directly or indirectly attached to the actor.

AngularVelocity

Type: Object.Vector

Modifiers: transient, const


Attached

Type: array<Actor>

Modifiers: const

array of actors attached to this actor.

bAlwaysEncroachCheck

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

Type: bool

Always relevant for network.

bAlwaysTick

Type: bool

Modifiers: const

Update even when paused

bBlockActors

Type: bool

Blocks other nonplayer actors.

bBlocksTeleport

Type: bool


bBounce

Type: bool

Bounces when hits ground fast.

bCallRigidBodyWakeEvents

Type: bool

Should call OnWakeRBPhysics/OnSleepRBPhysics events

bCanBeAdheredTo

Type: bool

Determines whether or not adhesion code should attempt to adhere to this actor. *

bCanBeDamaged

Type: bool

can take damage

bCanBeFrictionedTo

Type: bool

Determines whether or not friction code should attempt to friction to this actor. *

bCanTeleport

Type: bool

This actor can be teleported.

bCollideActors

Type: bool

Modifiers: const

Collides with other actors.

bCollideAsEncroacher

Type: bool

If true, this actor collides as an encroacher, even if its physics is not PHYS_RigidBody or PHYS_Interpolating

bCollideWhenPlacing

Type: bool

This actor collides with the world when placing.

bCollideWorld

Type: bool

Collides with the world.

bComponentOutsideWorld

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

Type: bool

Modifiers: const

About to be deleted.

bDemoOwner

Type: bool

set when we are currently replicating this Actor into a demo

bDemoRecording

Type: bool

Modifiers: transient

Demo recording variables

bDestroyedByInterpActor

Type: bool

If TRUE, when an InterpActor (Mover) encroaches or runs into this Actor, it is destroyed, and will not stop the mover.

bDestroyInPainVolume

Type: bool

destroy this actor if it enters a pain volume

bExchangedRoles

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

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

Type: bool


bForceNetUpdate

Type: bool

Modifiers: transient

When set to TRUE will force this actor to immediately be considered for replication, instead of waiting for NetUpdateTime

bGameRelevant

Type: bool

Always relevant for game

bHasAlternateTargetLocation

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

Type: bool

Modifiers: const

custom visibility flag for game-specific editor modes; not used by base editor functionality

bHiddenEdLevel

Type: bool

Modifiers: transient, editoronly

Is hidden by the level browser.

bHiddenEdTemporary

Type: bool

Modifiers: transient, editoronly

Is temporarily hidden within the editor; used for show/hide/etc. functionality w/o dirtying the actor

bHurtEntry

Type: bool

keep HurtRadius from being reentrant

bIgnoreEncroachers

Type: bool

Modifiers: const

Ignore collisions between movers and this actor

bIgnoreRigidBodyPawns

Type: bool

Ignore Unreal collisions between PHYS_RigidBody pawns (vehicles/ragdolls) and this actor (only relevant if bIgnoreEncroachers is false)

bIsMoving

Type: bool

Modifiers: const

Used to determine when we stop moving, so we can update PreviousLocalToWorld to stop motion blurring.

bJustTeleported

Type: bool

Modifiers: const


Default value: True

bKillDuringLevelTransition

Type: bool

If set, actor and its components are marked as pending kill during seamless map transitions

bMovable

Type: bool

Modifiers: const

Actor can be moved.

Default value: True

bNetDirty

Type: bool

Modifiers: transient

set when any attribute is assigned a value in unrealscript, reset when the actor is replicated

bNetInitial

Type: bool

Modifiers: const

Initial network update.

bNetInitialRotation

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

Type: bool

Modifiers: const


bNetTemporary

Type: bool

Modifiers: const

Tear-off simulation in network play.

bNoDelete

Type: bool

Modifiers: const

Cannot be deleted during play.

bOnlyDirtyReplication

Type: bool


bOnlyOwnerSee

Type: bool

Modifiers: const

Only owner can see this actor.

bOnlyRelevantToOwner

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

Type: bool

when landing, orient base on slope of floor

bPathTemp

Type: bool

Modifiers: transient

Internal/path building

bPendingDelete

Type: bool


bPendingNetUpdate

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

Type: bool

IF true, may call PostRenderFor() even when this actor is not visible

bProjTarget

Type: bool

Projectiles should potentially target this actor.

bPushedByEncroachers

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

Type: bool

Replicate instigator to client (used by bNetTemporary projectiles).

bReplicateMovement

Type: bool

if true, replicate movement/location related properties

Default value: True

bReplicateRigidBodyLocation

Type: bool

replicate Location property even when in PHYS_RigidBody

bRigidBodyWasAwake

Type: bool

Modifiers: const, transient

RigidBody of CollisionComponent was awake last frame -- used to call OnWakeRBPhysics/OnSleepRBPhysics events

bRouteBeginPlayEvenIfStatic

Type: bool

Modifiers: const

Whether to route BeginPlay even if the actor is static.

Default value: True

bScriptInitialized

Type: bool

set to prevent re-initializing of actors spawned during level startup

bShouldBaseAtStartup

Type: bool

if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating

bSkipActorPropertyReplication

Type: bool

if true, don't replicate actor class variables for this actor

bStatic

Type: bool

Modifiers: const, public

Does not move or change over time. It is only safe to change this property in defaultproperties.

bTearOff

Type: bool


bTempEditor

Type: bool

Modifiers: transient, const

Internal UnrealEd.

bTicked

Type: bool

Modifiers: transient, const

Actor has been updated.

bTickIsDisabled

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

Type: bool

if true, update velocity/location after initialization for simulated proxies

bWorldGeometry

Type: bool

Collision and Physics treats this actor as static world geometry

Children

Type: array<Actor>

Modifiers: transient, const

array of actors owned by this actor

Components

Type: array<ActorComponent>

Modifiers: private, const

The actor components which are attached directly to the actor's location/rotation.

CreationTime

Type: float

Modifiers: const


CustomTimeDilation

Type: float

Allow each actor to run at a different time speed

Default value: 1.0

DetachFence

Type: Object.RenderCommandFence

Modifiers: private, native, const

A fence to track when the primitive is detached from the scene in the rendering thread.

GeneratedEvents

Type: array<SequenceEvent>

Modifiers: const

List of all events currently associated with this actor

HiddenEditorViews

Type: Object.qword

Modifiers: transient

Bitflag to represent which views this actor is hidden in, via per-view group visibilty

InitialState

Type: name


Instigator

Type: Pawn

Pawn responsible for damage caused by this actor.

LastNetUpdateTime

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

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

Type: array<SeqAct_Latent>

List of all latent actions currently active on this actor

LatentFloat

Type: float

Modifiers: const

Internal latent function use.

LatentSeqNode

Type: AnimNodeSequence

Modifiers: const

Internal latent function use.

LifeSpan

Type: float

How old the object lives before dying, 0=forever.

MessageClass

Type: class<LocalMessage>


Default value: Class'Engine.LocalMessage'

NetPriority

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

Type: int

Modifiers: const, transient

Internal - used by UWorld::ServerTickClients()

NetUpdateFrequency

Type: float

How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

Default value: 100.0

NetUpdateTime

Type: float

Modifiers: const

Next time this actor will be considered for replication, set by SetNetUpdateTime()

OverlapTag

Type: int

Modifiers: native


Owner

Type: Actor

Modifiers: const

Owner actor.

PendingTouch

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

Type: PhysicsVolume

Modifiers: transient, const

physics volume this actor is currently in

RelativeLocation

Type: Object.Vector

Modifiers: const

location relative to base/bone (valid if base exists)

RelativeRotation

Type: Object.Rotator

Modifiers: const

rotation relative to base/bone (valid if base exists)

RemoteRole

Type: ENetRole


ReplicatedCollisionType

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

Type: ENetRole


Default value: ROLE_Authority

SupportedEvents

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

Type: float

How often to tick this actor. If 0, tick every frame

TickFrequencyDecreaseDistanceEnd

Type: float

How far from the player to stop decreasing the tick, with a linear fall off from TickFrequencyDecreaseDistanceStart

TickFrequencyDecreaseDistanceStart

Type: float

How far from the player to start decreasing the tick, with a linear fall off until TickFrequencyDecreaseDistanceEnd

TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency

Type: float

This is the time before we force the TickFrequency to TickFrequencyAtEndDistance *

Default value: 2.0

TickGroup

Type: Object.ETickingGroup

Modifiers: const

The ticking group this actor belongs to

Timers

Type: array<TimerData>

Modifiers: const


TimeSinceLastTick

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

Type: array<Actor>

Modifiers: transient, const

List of touching actors.

Velocity

Type: Object.Vector

Velocity.

WorldInfo

Type: WorldInfo

Modifiers: const, transient