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Difference between revisions of "UE3:Actor native functions (UDK)"
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{{code|native function [[string]] '''ConsoleCommand''' ([[string]] '''Command''', optional [[bool]] '''bWriteToLog''')}} | {{code|native function [[string]] '''ConsoleCommand''' ([[string]] '''Command''', optional [[bool]] '''bWriteToLog''')}} | ||
− | + | Execute a console command in the context of the current level and game engine. | |
====ContainsPoint==== | ====ContainsPoint==== | ||
{{code|native final function [[bool]] '''ContainsPoint''' ({{tl|Vector|Object|structs}} '''Spot''')}} | {{code|native final function [[bool]] '''ContainsPoint''' ({{tl|Vector|Object|structs}} '''Spot''')}} | ||
− | + | Returns true if the spot is within the collision of any of the actor's PrimitiveComponents. | |
====CreateAudioComponent==== | ====CreateAudioComponent==== | ||
{{code|native final function {{cl|AudioComponent}} '''CreateAudioComponent''' ({{cl|SoundCue}} '''InSoundCue''', optional [[bool]] '''bPlay''', optional [[bool]] '''bStopWhenOwnerDestroyed''', optional [[bool]] '''bUseLocation''', optional {{tl|Vector|Object|structs}} '''SourceLocation''', optional [[bool]] '''bAttachToSelf''')}} | {{code|native final function {{cl|AudioComponent}} '''CreateAudioComponent''' ({{cl|SoundCue}} '''InSoundCue''', optional [[bool]] '''bPlay''', optional [[bool]] '''bStopWhenOwnerDestroyed''', optional [[bool]] '''bUseLocation''', optional {{tl|Vector|Object|structs}} '''SourceLocation''', optional [[bool]] '''bAttachToSelf''')}} | ||
− | + | Create an audio component. | |
+ | May fail and return None if sound is disabled, there are too many sounds playing, or if the Location is out of range of all listeners. | ||
====Destroy==== | ====Destroy==== | ||
{{code|native(279) final noexport function [[bool]] '''Destroy''' ()}} | {{code|native(279) final noexport function [[bool]] '''Destroy''' ()}} | ||
− | + | Deletes the object that this function is called on (unless bNoDelete is true), so there is no reference to it anymore. Before the object is completely destroyed, it will get it's Destroyed()-event called, giving it the chance to execute a last piece of code. | |
+ | |||
+ | The function returns true if the actor was destroyed successfully, false if it's indestructible. Destruction happens at the end of a tick. | ||
====DetachComponent==== | ====DetachComponent==== | ||
Line 79: | Line 82: | ||
{{code|native(548) noexport final function [[bool]] '''FastTrace''' ({{tl|Vector|Object|structs}} '''TraceEnd''', optional {{tl|Vector|Object|structs}} '''TraceStart''', optional {{tl|Vector|Object|structs}} '''BoxExtent''', optional [[bool]] '''bTraceBullet''')}} | {{code|native(548) noexport final function [[bool]] '''FastTrace''' ({{tl|Vector|Object|structs}} '''TraceEnd''', optional {{tl|Vector|Object|structs}} '''TraceStart''', optional {{tl|Vector|Object|structs}} '''BoxExtent''', optional [[bool]] '''bTraceBullet''')}} | ||
− | + | Returns true if a trace from the TraceStart to the TraceEnd (with an optional extent) did not hit any world geometry. World geometry is BSP and all actors that have bWorldGeometry set to true (StaticMeshes by default). | |
====FindBase==== | ====FindBase==== | ||
Line 89: | Line 92: | ||
{{code|native final function [[bool]] '''FindSpot''' ({{tl|Vector|Object|structs}} '''BoxExtent''', out {{tl|Vector|Object|structs}} '''SpotLocation''')}} | {{code|native final function [[bool]] '''FindSpot''' ({{tl|Vector|Object|structs}} '''BoxExtent''', out {{tl|Vector|Object|structs}} '''SpotLocation''')}} | ||
− | + | Tries to position a box to avoid overlapping world geometry. | |
+ | If no overlap, the box is placed at SpotLocation, otherwise the position is adjusted. | ||
+ | Return true if successful in finding a valid non-world geometry overlapping location. | ||
+ | |||
+ | '''Parameters:''' | ||
+ | * ''Parameter'' BoxExtent is the collision extent (X and Y=CollisionRadius, Z=CollisionHeight) | ||
+ | * ''Parameter'' SpotLocation is the position where the box should be placed. Contains the adjusted location if it is adjusted. | ||
====fixedTurn==== | ====fixedTurn==== | ||
Line 156: | Line 165: | ||
{{code|simulated native function [[byte]] '''GetTeamNum''' ()}} | {{code|simulated native function [[byte]] '''GetTeamNum''' ()}} | ||
− | + | Returns the TeamNumber of the actor it is called on. In UT does that mean: 0 is red, 1 is blue, 255 is neutral/none. | |
====GetTerminalVelocity==== | ====GetTerminalVelocity==== | ||
Line 189: | Line 198: | ||
{{code|native(547) final function [[string]] '''GetURLMap''' ()}} | {{code|native(547) final function [[string]] '''GetURLMap''' ()}} | ||
− | + | Disk access. Find files. | |
====IsBasedOn==== | ====IsBasedOn==== | ||
Line 240: | Line 249: | ||
{{code|native(512) final function '''MakeNoise''' ([[float]] '''Loudness''', optional [[name]] '''NoiseType''')}} | {{code|native(512) final function '''MakeNoise''' ([[float]] '''Loudness''', optional [[name]] '''NoiseType''')}} | ||
− | + | This does not play a sound that the player could hear but instead it does notify the AI, causing a Controller to get it's event HearNoise(float Loudness, Actor NoiseMaker, optional Name NoiseType) called. Senders of MakeNoise should have an instigator if they are not pawns. | |
====ModifyTimerTimeDilation==== | ====ModifyTimerTimeDilation==== | ||
Line 250: | Line 259: | ||
{{code|native(266) final function [[bool]] '''Move''' ({{tl|Vector|Object|structs}} '''Delta''')}} | {{code|native(266) final function [[bool]] '''Move''' ({{tl|Vector|Object|structs}} '''Delta''')}} | ||
− | + | Move tries to move the actor by a movement vector. If the actor has no attachments and bCollideActors and bCollideWorld are both false, this function just does a Location+=Delta, which is very-very fast. Move assumes that the actor's Location is valid and that the actor fits in its current Location. If bCollideWorld is true, Move checks collision with the world. Then, for every actor-actor collision pair, this function performs the following checks: | |
+ | |||
+ | * If both actors have bCollideActors and bBlocksActors, performs collision rebound, and dispatches Touch messages to touched-and-rebounded actors. | ||
+ | * If both actors have bCollideActors but either one doesn't have bBlocksActors, checks collision with other actors (but lets this actor interpenetrate), and dispatches Touch and UnTouch messages. | ||
+ | |||
+ | This means that if the actor is in front of a trigger (not touching the trigger), and Move is called such the actor's new location will be on the other side of the trigger (not touching the trigger), the trigger will still be called. This is not the case with SetLocation. | ||
+ | |||
+ | This function returns true if some movement occurred and false if no movement occurred. Move also updates actor's PhysicsVolume. | ||
====MoveSmooth==== | ====MoveSmooth==== | ||
{{code|native(3969) noexport final function [[bool]] '''MoveSmooth''' ({{tl|Vector|Object|structs}} '''Delta''')}} | {{code|native(3969) noexport final function [[bool]] '''MoveSmooth''' ({{tl|Vector|Object|structs}} '''Delta''')}} | ||
− | + | Very similar to the Move() function but when you hit something while moving, this function keeps the actor moving as best it can by sliding the actor along a wall, or going up steps, or however it might be possible for the actor to move. | |
====MovingWhichWay==== | ====MovingWhichWay==== | ||
Line 281: | Line 297: | ||
{{code|native(532) final function [[bool]] '''PlayerCanSeeMe''' ()}} | {{code|native(532) final function [[bool]] '''PlayerCanSeeMe''' ()}} | ||
− | + | Returns true if any player (server) or the local player (standalone | |
+ | or client) has a line of sight to actor's location | ||
====PlaySound==== | ====PlaySound==== | ||
{{code|native noexport final function '''PlaySound''' ({{cl|SoundCue}} '''InSoundCue''', optional [[bool]] '''bNotReplicated''', optional [[bool]] '''bNoRepToOwner''', optional [[bool]] '''bStopWhenOwnerDestroyed''', optional {{tl|Vector|Object|structs}} '''SoundLocation''', optional [[bool]] '''bNoRepToRelevant''')}} | {{code|native noexport final function '''PlaySound''' ({{cl|SoundCue}} '''InSoundCue''', optional [[bool]] '''bNotReplicated''', optional [[bool]] '''bNoRepToOwner''', optional [[bool]] '''bStopWhenOwnerDestroyed''', optional {{tl|Vector|Object|structs}} '''SoundLocation''', optional [[bool]] '''bNoRepToRelevant''')}} | ||
− | + | Play a sound. Creates an AudioComponent only if the sound is determined to be audible, and replicates the sound to clients based on optional flags | |
====PointCheckComponent==== | ====PointCheckComponent==== | ||
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{{code|native(298) noexport final function '''SetBase''' ({{cl|Actor}} '''NewBase''', optional {{tl|Vector|Object|structs}} '''NewFloor''', optional {{cl|SkeletalMeshComponent}} '''SkelComp''', optional [[name]] '''AttachName''')}} | {{code|native(298) noexport final function '''SetBase''' ({{cl|Actor}} '''NewBase''', optional {{tl|Vector|Object|structs}} '''NewFloor''', optional {{cl|SkeletalMeshComponent}} '''SkelComp''', optional [[name]] '''AttachName''')}} | ||
− | + | The actor this function is called on will get it's based set to the first parameter of this function. The actor will then copy any relative movement of it's base, i.e. standing on a moving actor will cause your pawn to set it's base to that actor and move you with it, and can be found by the {{tl|BasedActors||Actor}} iterator. | |
====SetCollision==== | ====SetCollision==== | ||
{{code|native(262) final noexport function '''SetCollision''' (optional [[bool]] '''bNewColActors''', optional [[bool]] '''bNewBlockActors''', optional [[bool]] '''bNewIgnoreEncroachers''')}} | {{code|native(262) final noexport function '''SetCollision''' (optional [[bool]] '''bNewColActors''', optional [[bool]] '''bNewBlockActors''', optional [[bool]] '''bNewIgnoreEncroachers''')}} | ||
− | + | Allows to change the actor's collision behaviour to the new parameters. | |
+ | |||
+ | '''Parameters:''' | ||
+ | * ''bNewColActors'' - The value to assign to bCollideActors. If this is false, no collision will take place at all. | ||
+ | * ''bNewBlockActors'' - The value to assign to bBlockActors. If this is true, other actors can't move into this actor's collision geometry. | ||
+ | * ''bNewIgnoreEncroachers'' - The value to assign to bIgnoreEncroachers. | ||
====SetCollisionSize==== | ====SetCollisionSize==== | ||
{{code|native(283) final function '''SetCollisionSize''' ([[float]] '''NewRadius''', [[float]] '''NewHeight''')}} | {{code|native(283) final function '''SetCollisionSize''' ([[float]] '''NewRadius''', [[float]] '''NewHeight''')}} | ||
− | + | Allows to change the actor's collision cylinder size. | |
+ | |||
+ | '''Parameters:''' | ||
+ | * ''bNewRadius'' - The value to assign to CollisionRadius. | ||
+ | * ''bNewHeight'' - The value to assign to CollisionHeight. | ||
====SetCollisionType==== | ====SetCollisionType==== | ||
{{code|native final function '''SetCollisionType''' ({{tl|ECollisionType||Actor enums}} '''NewCollisionType''')}} | {{code|native final function '''SetCollisionType''' ({{tl|ECollisionType||Actor enums}} '''NewCollisionType''')}} | ||
− | + | Allows to change with what kind of collision this actor collides. | |
====SetDrawScale==== | ====SetDrawScale==== | ||
{{code|native final function '''SetDrawScale''' ([[float]] '''NewScale''')}} | {{code|native final function '''SetDrawScale''' ([[float]] '''NewScale''')}} | ||
− | + | Allows to change the uniform DrawScale multiplier of the actor. | |
====SetDrawScale3D==== | ====SetDrawScale3D==== | ||
{{code|native final function '''SetDrawScale3D''' ({{tl|Vector|Object|structs}} '''NewScale3D''')}} | {{code|native final function '''SetDrawScale3D''' ({{tl|Vector|Object|structs}} '''NewScale3D''')}} | ||
− | + | Allows to change the DrawScale multiplier for each relative axis of the actor individually. | |
====SetForcedInitialReplicatedProperty==== | ====SetForcedInitialReplicatedProperty==== | ||
Line 360: | Line 386: | ||
{{code|native final function noexport '''SetHardAttach''' (optional [[bool]] '''bNewHardAttach''')}} | {{code|native final function noexport '''SetHardAttach''' (optional [[bool]] '''bNewHardAttach''')}} | ||
− | + | Sets the hard attach flag by first handling the case of already being based upon another actor | |
====SetHidden==== | ====SetHidden==== | ||
Line 381: | Line 407: | ||
{{code|native(267) final function [[bool]] '''SetLocation''' ({{tl|Vector|Object|structs}} '''NewLocation''')}} | {{code|native(267) final function [[bool]] '''SetLocation''' ({{tl|Vector|Object|structs}} '''NewLocation''')}} | ||
− | + | Moves the actor directly to the new location, i.e. teleporting him directly to that point without smooth moving. | |
====SetNetUpdateTime==== | ====SetNetUpdateTime==== | ||
Line 399: | Line 425: | ||
{{code|native(272) final function '''SetOwner''' ({{cl|Actor}} '''NewOwner''')}} | {{code|native(272) final function '''SetOwner''' ({{cl|Actor}} '''NewOwner''')}} | ||
− | + | Sets this actor's Owner to the new one. This is also done when an Owner is specified as parameter during the actor's spawning. | |
+ | |||
+ | The new Owner's GainedChild()-event is called upon this. | ||
====SetPhysics==== | ====SetPhysics==== | ||
{{code|native(3970) noexport final function '''SetPhysics''' ({{tl|EPhysics||Actor enums}} '''newPhysics''')}} | {{code|native(3970) noexport final function '''SetPhysics''' ({{tl|EPhysics||Actor enums}} '''newPhysics''')}} | ||
− | + | '''Parameters:''' | |
+ | * ''newPhysics'' - the new value to assign to this actor's Physics. | ||
====SetRelativeLocation==== | ====SetRelativeLocation==== | ||
{{code|native final function [[bool]] '''SetRelativeLocation''' ({{tl|Vector|Object|structs}} '''NewLocation''')}} | {{code|native final function [[bool]] '''SetRelativeLocation''' ({{tl|Vector|Object|structs}} '''NewLocation''')}} | ||
− | + | Moves the actor relative to it's current location by this vector. | |
====SetRelativeRotation==== | ====SetRelativeRotation==== | ||
{{code|native final function [[bool]] '''SetRelativeRotation''' ({{tl|Rotator|Object|structs}} '''NewRotation''')}} | {{code|native final function [[bool]] '''SetRelativeRotation''' ({{tl|Rotator|Object|structs}} '''NewRotation''')}} | ||
− | + | Rotates the actor relative to it's current rotation by this rotator. | |
====SetRotation==== | ====SetRotation==== | ||
{{code|native(299) final function [[bool]] '''SetRotation''' ({{tl|Rotator|Object|structs}} '''NewRotation''')}} | {{code|native(299) final function [[bool]] '''SetRotation''' ({{tl|Rotator|Object|structs}} '''NewRotation''')}} | ||
− | + | Rotates the actor directly to the new rotation, without taking the current rotation into account. This will happen immediately, without any interpolation. | |
====SetTickGroup==== | ====SetTickGroup==== | ||
Line 470: | Line 499: | ||
{{code|native noexport final function [[bool]] '''SuggestTossVelocity''' (out {{tl|Vector|Object|structs}} '''TossVelocity''', {{tl|Vector|Object|structs}} '''Destination''', {{tl|Vector|Object|structs}} '''Start''', [[float]] '''TossSpeed''', optional [[float]] '''BaseTossZ''', optional [[float]] '''DesiredZPct''', optional {{tl|Vector|Object|structs}} '''CollisionSize''', optional [[float]] '''TerminalVelocity''', optional [[float]] '''OverrideGravityZ''', optional [[bool]] '''bOnlyTraceUp''')}} | {{code|native noexport final function [[bool]] '''SuggestTossVelocity''' (out {{tl|Vector|Object|structs}} '''TossVelocity''', {{tl|Vector|Object|structs}} '''Destination''', {{tl|Vector|Object|structs}} '''Start''', [[float]] '''TossSpeed''', optional [[float]] '''BaseTossZ''', optional [[float]] '''DesiredZPct''', optional {{tl|Vector|Object|structs}} '''CollisionSize''', optional [[float]] '''TerminalVelocity''', optional [[float]] '''OverrideGravityZ''', optional [[bool]] '''bOnlyTraceUp''')}} | ||
− | < | + | Returns <code>true</code> if a successful toss from <code>Start</code> to <code>Destination</code> was found, and returns the suggested toss velocity in <code>TossVelocity</code>. |
+ | |||
+ | '''Parameters:''' | ||
+ | * ''TossSpeed'' - the magnitude of the toss | ||
+ | * ''BaseTossZ'' - an additional Z direction force added to the toss. (defaults to 0) | ||
+ | * ''DesiredZPct'' - the requested pct of the toss in the z direction (0=toss horizontally, 0.5 = toss at 45 degrees, defaults to 0.05). This is the starting point for finding a toss. The purpose of this is to bias the test in cases where there is more than one solution. (Which is usually the case if the target is well within range.) | ||
+ | * ''CollisionSize'' - the size of bunding box of the tossed actor (defaults to (0,0,0) | ||
====SupportsKismetModification==== | ====SupportsKismetModification==== |
Latest revision as of 11:03, 13 November 2010
Contents
- 1 Native functions
- 1.1 AttachComponent
- 1.2 AutonomousPhysics
- 1.3 ChartData
- 1.4 ClampRotation
- 1.5 ClearAllTimers
- 1.6 ClearTimer
- 1.7 Clock
- 1.8 ConsoleCommand
- 1.9 ContainsPoint
- 1.10 CreateAudioComponent
- 1.11 Destroy
- 1.12 DetachComponent
- 1.13 FastTrace
- 1.14 FindBase
- 1.15 FindSpot
- 1.16 fixedTurn
- 1.17 ForceUpdateComponents
- 1.18 GetALocalPlayerController
- 1.19 GetAvoidanceVector
- 1.20 GetBaseMost
- 1.21 GetBoundingCylinder
- 1.22 GetComponentsBoundingBox
- 1.23 GetDestination
- 1.24 GetGravityZ
- 1.25 GetTargetLocation
- 1.26 GetTeamNum
- 1.27 GetTerminalVelocity
- 1.28 GetTimerCount
- 1.29 GetTimerRate
- 1.30 GetURLMap
- 1.31 IsBasedOn
- 1.32 IsInPersistentLevel
- 1.33 IsOverlapping
- 1.34 IsOwnedBy
- 1.35 IsPlayerOwned
- 1.36 IsTimerActive
- 1.37 MakeNoise
- 1.38 ModifyTimerTimeDilation
- 1.39 Move
- 1.40 MoveSmooth
- 1.41 MovingWhichWay
- 1.42 NativePostRenderFor
- 1.43 PauseTimer
- 1.44 PlayerCanSeeMe
- 1.45 PlaySound
- 1.46 PointCheckComponent
- 1.47 PrestreamTextures
- 1.48 ReattachComponent
- 1.49 ResetTimerTimeDilation
- 1.50 SetBase
- 1.51 SetCollision
- 1.52 SetCollisionSize
- 1.53 SetCollisionType
- 1.54 SetDrawScale
- 1.55 SetDrawScale3D
- 1.56 SetForcedInitialReplicatedProperty
- 1.57 SetHardAttach
- 1.58 SetHidden
- 1.59 SetHUDLocation
- 1.60 SetLocation
- 1.61 SetNetUpdateTime
- 1.62 SetOnlyOwnerSee
- 1.63 SetOwner
- 1.64 SetPhysics
- 1.65 SetRelativeLocation
- 1.66 SetRelativeRotation
- 1.67 SetRotation
- 1.68 SetTickGroup
- 1.69 SetTickIsDisabled
- 1.70 SetTimer
- 1.71 SetZone
- 1.72 Spawn
- 1.73 SuggestTossVelocity
- 1.74 SupportsKismetModification
- 1.75 Trace
- 1.76 TraceAllPhysicsAssetInteractions
- 1.77 TraceComponent
- 1.78 UnClock
- 1.79 WillOverlap
- Actor native functions in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
- Other member categories for this class:
- enums, events, instance functions, internal variables, 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. |
Native functions[edit]
AttachComponent[edit]
Adds a component to the actor's components array, attaching it to the actor.
Parameters:
- NewComponent - The component to attach.
AutonomousPhysics[edit]
ChartData[edit]
Draw some value over time onto the StatChart. Toggle on and off with
ClampRotation[edit]
Clamps out_Rot between the upper and lower limits offset from the base
ClearAllTimers[edit]
Clears all previously set timers
ClearTimer[edit]
Clears a previously set timer, identical to calling SetTimer() with a <= 0.f rate.
Parameters:
- inTimerFunc - the name of the timer to remove or the default one if not specified
Clock[edit]
ConsoleCommand[edit]
Execute a console command in the context of the current level and game engine.
ContainsPoint[edit]
Returns true if the spot is within the collision of any of the actor's PrimitiveComponents.
CreateAudioComponent[edit]
Create an audio component. May fail and return None if sound is disabled, there are too many sounds playing, or if the Location is out of range of all listeners.
Destroy[edit]
Deletes the object that this function is called on (unless bNoDelete is true), so there is no reference to it anymore. Before the object is completely destroyed, it will get it's Destroyed()-event called, giving it the chance to execute a last piece of code.
The function returns true if the actor was destroyed successfully, false if it's indestructible. Destruction happens at the end of a tick.
DetachComponent[edit]
Removes a component from the actor's components array, detaching it from the actor.
Parameters:
- ExComponent - The component to detach.
FastTrace[edit]
Returns true if a trace from the TraceStart to the TraceEnd (with an optional extent) did not hit any world geometry. World geometry is BSP and all actors that have bWorldGeometry set to true (StaticMeshes by default).
FindBase[edit]
Attempts to find a valid base for this actor
FindSpot[edit]
Tries to position a box to avoid overlapping world geometry. If no overlap, the box is placed at SpotLocation, otherwise the position is adjusted. Return true if successful in finding a valid non-world geometry overlapping location.
Parameters:
- Parameter BoxExtent is the collision extent (X and Y=CollisionRadius, Z=CollisionHeight)
- Parameter SpotLocation is the position where the box should be placed. Contains the adjusted location if it is adjusted.
fixedTurn[edit]
Returns a new rotation component value
Parameters:
- Current - is the current rotation value
- Desired - is the desired rotation value
- DeltaRate - is the rotation amount to apply
ForceUpdateComponents[edit]
GetALocalPlayerController[edit]
Return first found LocalPlayerController. Fine for single player, in split screen, one will be picked.
GetAvoidanceVector[edit]
Calculates a direction (unit vector) to avoid all actors contained in Obstacles list, assuming each entry in Obstacles is also avoiding this actor. Based loosely on RVO as described in http://gamma.cs.unc.edu/RVO/icra2008.pdf .
GetBaseMost[edit]
Walks up the Base chain from this Actor and returns the Actor at the top (the eventual Base). this->Base is NULL, returns this.
GetBoundingCylinder[edit]
GetComponentsBoundingBox[edit]
GetDestination[edit]
returns the position the AI should move toward to reach this actor accounts for AI using path lanes, cutting corners, and other special adjustments
GetGravityZ[edit]
Get gravity currently affecting this actor
GetTargetLocation[edit]
Parameters:
- RequestedBy - the Actor requesting the target location
- bRequestAlternateLoc - optional) - return a secondary target location if there are multiple
Returns:
- the optimal location to fire weapons at this actor
GetTeamNum[edit]
Returns the TeamNumber of the actor it is called on. In UT does that mean: 0 is red, 1 is blue, 255 is neutral/none.
GetTerminalVelocity[edit]
returns terminal velocity (max speed while falling) for this actor. Unless overridden, it returns the TerminalVelocity of the PhysicsVolume in which this actor is located.
GetTimerCount[edit]
Gets the current count for the specified timer, defaults to 'Timer' if no function is specified. Returns -1.f if the timer is not currently active.
Parameters:
- inTimerFunc - the name of the timer to remove or the default one if not specified
GetTimerRate[edit]
Gets the current rate for the specified timer.
Parameters:
- TimerFuncName - the name of the function to check for a timer for; 'Timer' is the default
Returns:
- the rate for the given timer, or -1.f if that timer is not active
Note: GetTimerRate('SomeTimer') - GetTimerCount('SomeTimer') is the time remaining before 'SomeTimer' is called
GetURLMap[edit]
Disk access. Find files.
IsBasedOn[edit]
iterates up the Base chain to see whether or not this Actor is based on the given Actor
Parameters:
- TestActor - the Actor to test for
Returns:
- whether or not this Actor is based on TestActor
IsInPersistentLevel[edit]
whether this Actor is in the persistent level, i.e. not a sublevel
IsOverlapping[edit]
IsOwnedBy[edit]
iterates up the Owner chain to see whether or not this Actor is owned by the given Actor
Parameters:
- TestActor - the Actor to test for
Returns:
- whether or not this Actor is owned by TestActor
IsPlayerOwned[edit]
Searches the owner chain looking for a player.
IsTimerActive[edit]
Returns true if the specified timer is active, defaults to 'Timer' if no function is specified.
Parameters:
- inTimerFunc - the name of the timer to remove or the default one if not specified
MakeNoise[edit]
This does not play a sound that the player could hear but instead it does notify the AI, causing a Controller to get it's event HearNoise(float Loudness, Actor NoiseMaker, optional Name NoiseType) called. Senders of MakeNoise should have an instigator if they are not pawns.
ModifyTimerTimeDilation[edit]
This will search the Timers on this actor and set the passed in TimerTimeDilation *
Move[edit]
Move tries to move the actor by a movement vector. If the actor has no attachments and bCollideActors and bCollideWorld are both false, this function just does a Location+=Delta, which is very-very fast. Move assumes that the actor's Location is valid and that the actor fits in its current Location. If bCollideWorld is true, Move checks collision with the world. Then, for every actor-actor collision pair, this function performs the following checks:
- If both actors have bCollideActors and bBlocksActors, performs collision rebound, and dispatches Touch messages to touched-and-rebounded actors.
- If both actors have bCollideActors but either one doesn't have bBlocksActors, checks collision with other actors (but lets this actor interpenetrate), and dispatches Touch and UnTouch messages.
This means that if the actor is in front of a trigger (not touching the trigger), and Move is called such the actor's new location will be on the other side of the trigger (not touching the trigger), the trigger will still be called. This is not the case with SetLocation.
This function returns true if some movement occurred and false if no movement occurred. Move also updates actor's PhysicsVolume.
MoveSmooth[edit]
Very similar to the Move() function but when you hit something while moving, this function keeps the actor moving as best it can by sliding the actor along a wall, or going up steps, or however it might be possible for the actor to move.
MovingWhichWay[edit]
This will return the direction in LocalSpace that that actor is moving. This is useful for firing off effects based on which way the actor is moving. *
NativePostRenderFor[edit]
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
PauseTimer[edit]
Pauses/Unpauses a previously set timer
Parameters:
- bPause - whether to pause/unpause the timer
- inTimerFunc - the name of the timer to pause or the default one if not specified
- inObj - object timer is attached to
PlayerCanSeeMe[edit]
Returns true if any player (server) or the local player (standalone or client) has a line of sight to actor's location
PlaySound[edit]
Play a sound. Creates an AudioComponent only if the sound is determined to be audible, and replicates the sound to clients based on optional flags
PointCheckComponent[edit]
Run a point check against just this PrimitiveComponent. Return TRUE if we hit.
NOTE: the actual Actor we call this on is irrelevant!
PrestreamTextures[edit]
Calls PrestreamTextures() for all the actor's meshcomponents.
Parameters:
- Seconds - Number of seconds to force all mip-levels to be resident
- bEnableStreaming - Whether to start (TRUE) or stop (FALSE) streaming
ReattachComponent[edit]
Detaches and immediately reattaches specified component. Handles bWillReattach properly.
ResetTimerTimeDilation[edit]
This will search the Timers on this actor and reset the TimerTimeDilation to 1.0f *
SetBase[edit]
The actor this function is called on will get it's based set to the first parameter of this function. The actor will then copy any relative movement of it's base, i.e. standing on a moving actor will cause your pawn to set it's base to that actor and move you with it, and can be found by the BasedActors iterator.
SetCollision[edit]
Allows to change the actor's collision behaviour to the new parameters.
Parameters:
- bNewColActors - The value to assign to bCollideActors. If this is false, no collision will take place at all.
- bNewBlockActors - The value to assign to bBlockActors. If this is true, other actors can't move into this actor's collision geometry.
- bNewIgnoreEncroachers - The value to assign to bIgnoreEncroachers.
SetCollisionSize[edit]
Allows to change the actor's collision cylinder size.
Parameters:
- bNewRadius - The value to assign to CollisionRadius.
- bNewHeight - The value to assign to CollisionHeight.
SetCollisionType[edit]
Allows to change with what kind of collision this actor collides.
SetDrawScale[edit]
Allows to change the uniform DrawScale multiplier of the actor.
SetDrawScale3D[edit]
Allows to change the DrawScale multiplier for each relative axis of the actor individually.
SetForcedInitialReplicatedProperty[edit]
adds/removes a property from a list of properties that will always be replicated when this Actor is bNetInitial, even if the code thinks the client has the same value the server already does This is a workaround to the problem where an LD places an Actor in the level, changes a replicated variable away from the defaults, then at runtime the variable is changed back to the default but it doesn't replicate because initial replication is based on class defaults Only has an effect when called on bStatic or bNoDelete Actors Only properties already in the owning class's replication block may be specified
Parameters:
- PropToReplicate - the property to add or remove to the list
- bAdd - true to add the property, false to remove the property
SetHardAttach[edit]
Sets the hard attach flag by first handling the case of already being based upon another actor
SetHidden[edit]
Changes the value of bHidden.
Parameters:
- bNewHidden - The value to assign to bHidden.
SetHUDLocation[edit]
function used to update where icon for this actor should be rendered on the HUD
Parameters:
- NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
SetLocation[edit]
Moves the actor directly to the new location, i.e. teleporting him directly to that point without smooth moving.
SetNetUpdateTime[edit]
Updates NetUpdateTime to the new value for future net relevancy checks
SetOnlyOwnerSee[edit]
changes the value of bOnlyOwnerSee
Parameters:
- bNewOnlyOwnerSee - the new value to assign to bOnlyOwnerSee
SetOwner[edit]
Sets this actor's Owner to the new one. This is also done when an Owner is specified as parameter during the actor's spawning.
The new Owner's GainedChild()-event is called upon this.
SetPhysics[edit]
Parameters:
- newPhysics - the new value to assign to this actor's Physics.
SetRelativeLocation[edit]
Moves the actor relative to it's current location by this vector.
SetRelativeRotation[edit]
Rotates the actor relative to it's current rotation by this rotator.
SetRotation[edit]
Rotates the actor directly to the new rotation, without taking the current rotation into account. This will happen immediately, without any interpolation.
SetTickGroup[edit]
Changes the ticking group for this actor
SetTickIsDisabled[edit]
turns on or off this Actor's desire to be ticked (bTickIsDisabled) because this is implemented as a separate tickable list, calls to this function to disable ticking will not take effect until the end of the current list to avoid shuffling elements around while they are being iterated over
SetTimer[edit]
Sets a timer to call the given function at a set interval. Defaults to calling the 'Timer' event if no function is specified. If InRate is set to 0.f it will effectively disable the previous timer.
NOTE: Functions with parameters are not supported!
Parameters:
- InRate - the amount of time to pass between firing
- inbLoop - whether to keep firing or only fire once
- inTimerFunc - the name of the function to call when the timer fires
SetZone[edit]
updates the zone/PhysicsVolume of this Actor
Parameters:
- bForceRefresh - forces the code to do a full collision check instead of exiting early if the current info is valid
Spawn[edit]
Spawn an actor. Returns an actor of the specified class, not of class Actor (this is hardcoded in the compiler). Returns None if the actor could not be spawned (if that happens, there will be a log warning indicating why) Defaults to spawning at the spawner's location.
Note: ActorTemplate is sent for replicated actors and therefore its properties will also be applied at initial creation on the client. However, because of this, ActorTemplate must be a static resource (an actor archetype, default object, or a bStatic/bNoDelete actor in a level package) or the spawned Actor cannot be replicated
SuggestTossVelocity[edit]
Returns true
if a successful toss from Start
to Destination
was found, and returns the suggested toss velocity in TossVelocity
.
Parameters:
- TossSpeed - the magnitude of the toss
- BaseTossZ - an additional Z direction force added to the toss. (defaults to 0)
- DesiredZPct - the requested pct of the toss in the z direction (0=toss horizontally, 0.5 = toss at 45 degrees, defaults to 0.05). This is the starting point for finding a toss. The purpose of this is to bias the test in cases where there is more than one solution. (Which is usually the case if the target is well within range.)
- CollisionSize - the size of bunding box of the tossed actor (defaults to (0,0,0)
SupportsKismetModification[edit]
whether this Actor can be modified by Kismet actions primarily used by error checking to warn LDs when their Kismet may not apply changes correctly (especially on clients)
Parameters:
- AskingOp - Kismet operation to which this Actor is linked
- Reason - out) - If this function returns false, contains the reason why the Kismet action is not allowed to execute on this Actor
Returns:
- whether the AskingOp can correctly modify this Actor
Trace[edit]
Trace a line and see what it collides with first. Takes this actor's collision properties into account. Returns first hit actor, Level if hit level, or None if hit nothing.
TraceAllPhysicsAssetInteractions[edit]
TraceComponent[edit]
Run a line check against just this PrimitiveComponent. Return TRUE if we hit.
NOTE: the actual Actor we call this on is irrelevant!
UnClock[edit]
WillOverlap[edit]
Steps from each position given the respective velocities performing simple radius checks