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UE3:Actor structs (UDK)

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



Modifiers: immutablewhencooked, native

Struct used for cross level actor references

Actor Actor 
Object.Guid Guid 


Modifiers: native, transient

Used to indicate each slot name and how many channels they have.

name SlotName 
Name of the slot.
int NumChannels 
Number of channels that are available in this slot.


Modifiers: native, transient

Struct used for passing information from Matinee to an Actor for blending animations during a sequence.

name SlotName 
Name of slot that we want to play the animtion in.
array<float> ChannelWeights 
Strength of each Channel within this Slot. Channel indexs are determined by track order in Matinee.


Modifiers: native

Struct for handling positions relative to a base actor, which is potentially moving

Actor Base 
Object.Vector Position 
Object.Vector CachedBaseLocation 
Object.Rotator CachedBaseRotation 
Object.Vector CachedTransPosition 


Information about an overall collision, including contacts

Warning: C++ mirroring is in UnPhysPublic.h

array<RigidBodyContactInfo> ContactInfos 
all the contact points in the collision
Object.Vector TotalNormalForceVector 
the total force applied as the two objects push against each other
Object.Vector TotalFrictionForceVector 
the total counterforce applied of the two objects sliding against each other


Modifiers: native, transient

Hit definition struct. Mainly used by Instant Hit Weapons.

Actor HitActor 
Actor Hit
Object.Vector HitLocation 
world location of hit impact
Object.Vector HitNormal 
Hit normal of impact
Object.Vector RayDir 
Direction of ray when hitting actor
Object.Vector StartTrace 
Start location of trace
TraceHitInfo HitInfo 
Trace Hit Info (material, bonename...)


Modifiers: immutablewhencooked, native

NavigationPoint Nav 
Object.Guid Guid 


Modifiers: native

Struct used to pass back information for physical impact effect

float Threshold 
float ReFireDelay 
ParticleSystem Effect 
SoundCue Sound 


Modifiers: native

Object.Vector AppliedImpulse 
contains DamageRadius in X and damageimpulse in y for radial impulse
Object.Vector HitLocation 
HurtOrigin for radial impulse
name BoneName 
byte ImpulseCount 
bool bRadialImpulse 


Information about one contact between a pair of rigid bodies

Warning: C++ mirroring is in UnPhysPublic.h

Object.Vector ContactPosition 
Object.Vector ContactNormal 
float ContactPenetration 
Object.Vector ContactVelocity[2]  
PhysicalMaterial PhysMaterial[2]  


describes the physical state of a rigid body

Warning: C++ mirroring is in UnPhysPublic.h

Object.Vector Position 
Object.Quat Quaternion 
Object.Vector LinVel 
RBSTATE_LINVELSCALE times actual (precision reasons)
Object.Vector AngVel 
RBSTATE_ANGVELSCALE times actual (precision reasons)
byte bNewData 


Modifiers: native

bool bLoop 
bool bPaused 
name FuncName 
float Rate 
float Count 
float TimerTimeDilation 
Object TimerObj 

Default values:

Property Value
TimerTimeDilation 1.0


Modifiers: native, transient

Material Material 
Material we hit.
PhysicalMaterial PhysMaterial 
The Physical Material that was hit
int Item 
Extra info about thing we hit.
int LevelIndex 
Level index, if we hit BSP.
name BoneName 
Name of bone if we hit a skeletal mesh.
PrimitiveComponent HitComponent 
Component of the actor that we hit.