UE3:KActor (UDK)
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Object >> Actor >> DynamicSMActor >> KActor |
- Package:
- Engine
- Direct subclasses:
- GameKActorSpawnableEffect, KActorSpawnable, UTKActor, UTSD_SpawnedKActor
- This class in other games:
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Properties
Property group 'KActor'
bDamageAppliesImpulse
Type: bool
Default value: True
bLimitMaxPhysicsVelocity
Type: bool
If TRUE limit the maximum speed this object can move.
bWakeOnLevelStart
Type: bool
Modifiers: repnotify
MaxPhysicsVelocity
Type: float
If bLimitMaxPhysicsVelocity is TRUE, this is how fast the object can move.
Default value: 350.0
Property group 'StayUprightSpring'
bEnableStayUprightSpring
Type: bool
Enable 'Stay upright' torque, that tries to keep Z axis of KActor pointing along world Z
StayUprightMaxTorque
Type: float
Max torque that can be applied to try and keep KActor horizontal
Default value: 1500.0
StayUprightTorqueFactor
Type: float
Torque applied to try and keep KActor horizontal.
Default value: 1000.0
Internal variables
AngErrorAccumulator
Type: float
Modifiers: native, const
bCurrentSlide
Type: bool
bDisableClientSidePawnInteractions
Type: bool
Set TRUE to disable collisions with Pawn rigid bodies on clients. Set this to true if using optimizations that could cause the server to miss or ignore contacts that the client might dtect with this KActor, which could cause vibration, rubberbanding, and general visual badness.
Default value: True
bNeedsRBStateReplication
Type: bool
Modifiers: transient
whether we need to replicate RBState - used to avoid it for bNoDelete KActors that haven't moved or been awakened yet as in that case the client should already have the same data
bSlideActive
Type: bool
ImpactEffectComponent
Type: ParticleSystemComponent
ImpactEffectInfo
Type: Actor.PhysEffectInfo
ImpactSoundComponent
Type: AudioComponent
ImpactSoundComponent2
Type: AudioComponent
TODO: This could be turned into a dynamic array; but for the moment just 2 will do.
InitialLocation
Type: Object.Vector
Modifiers: transient
InitialRotation
Type: Object.Rotator
Modifiers: transient
LastImpactTime
Type: float
LastSlideTime
Type: float
RBState
Type: Actor.RigidBodyState
Modifiers: native, const
ReplicatedDrawScale3D
Type: Object.Vector
Modifiers: repnotify
replicated version of DrawScale3D
Default value:
Member | Value |
---|---|
X | 1000.0 |
Y | 1000.0 |
Z | 1000.0 |
SlideEffectComponent
Type: ParticleSystemComponent
SlideEffectInfo
Type: Actor.PhysEffectInfo
SlideSoundComponent
Type: AudioComponent
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlockActors | True |
bBlocksNavigation | True |
bBlocksTeleport | True |
bCollideActors | True |
bNetInitialRotation | True |
bNoDelete | True |
bNoEncroachCheck | True |
bPawnCanBaseOn | False |
bProjTarget | True |
bSafeBaseIfAsleep | True |
bUpdateSimulatedPosition | True |
Physics | PHYS_RigidBody |
SupportedEvents[4] | Class'Engine.SeqEvent_RigidBodyCollision' |
TickGroup | TG_PostAsyncWork |
Subobjects
MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: DynamicSMActor.MyLightEnvironment
No new values.
StaticMeshComponent0
Class: Engine.StaticMeshComponent
Inherits from: DynamicSMActor.StaticMeshComponent0
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
BlockRigidBody | True | ||||||||||
RBChannel | RBCC_GameplayPhysics | ||||||||||
RBCollideWithChannels |
| ||||||||||
ReplacementPrimitive | None | ||||||||||
WireframeColor |
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Functions
Native functions
GetKActorPhysMaterial
ResolveRBState
Forces the resolve the RBState regardless of wether the actor is sleeping
Events
Destroyed
Overrides: Actor.Destroyed
FellOutOfWorld
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
PostBeginPlay
Overrides: DynamicSMActor.PostBeginPlay
ReplicatedEvent
Overrides: DynamicSMActor.ReplicatedEvent
Reset
Overrides: Actor.Reset
SpawnedByKismet
Overrides: Actor.SpawnedByKismet
Makes sure these properties get set up on spawned meshes. Factories do not set the mesh before PostBeginPlay is called.
TakeDamage
Overrides: Actor.TakeDamage
Default behaviour when shot is to apply an impulse and kick the KActor.
Other instance functions
ApplyImpulse
OnTeleport
Overrides: Actor.OnTeleport
Called upon receiving a SeqAct_Teleport action. Grabs the first destination available and attempts to teleport this actor.
Parameters:
- inAction - teleport action that was activated
OnToggle
If this KActor receives a Toggle ON event from Kismet, wake the physics up.
SetPhysicalCollisionProperties
TakeRadiusDamage
Overrides: Actor.TakeRadiusDamage
Respond to radial damage as well.