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UE3:Actor structs (UDK)
- Actor structs in other games:
- UT3
- Other member categories for this class:
- enums, events, instance functions, internal variables, native functions
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Structs[edit]
ActorReference[edit]
Modifiers: immutablewhencooked, native
Struct used for cross level actor references
- Actor Actor
- Object.Guid Guid
AnimSlotDesc[edit]
Modifiers: native, transient
Used to indicate each slot name and how many channels they have.
AnimSlotInfo[edit]
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.
BasedPosition[edit]
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
CollisionImpactData[edit]
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
ImpactInfo[edit]
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...)
[edit]
Modifiers: immutablewhencooked, native
- NavigationPoint Nav
- Object.Guid Guid
PhysEffectInfo[edit]
Modifiers: native
Struct used to pass back information for physical impact effect
- float Threshold
- float ReFireDelay
- ParticleSystem Effect
- SoundCue Sound
ReplicatedHitImpulse[edit]
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
RigidBodyContactInfo[edit]
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]
RigidBodyState[edit]
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
TimerData[edit]
Modifiers: native
- bool bLoop
- bool bPaused
- name FuncName
- float Rate
- float Count
- float TimerTimeDilation
- Object TimerObj
Default values:
Property | Value |
---|---|
TimerTimeDilation | 1.0 |
TraceHitInfo[edit]
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.