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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
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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
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
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
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
Modifiers: transient, const
List of touching actors.
Velocity
Type: Object.Vector
Velocity.
WorldInfo
Type: WorldInfo
Modifiers: const, transient