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UE3:KActor (UT3)
Object >> Actor >> DynamicSMActor >> KActor |
Contents
- 1 Properties
- 1.1 Property group 'KActor'
- 1.2 Internal variables
- 1.2.1 AngErrorAccumulator
- 1.2.2 bCurrentSlide
- 1.2.3 bSlideActive
- 1.2.4 DrawScaleX
- 1.2.5 DrawScaleY
- 1.2.6 DrawScaleZ
- 1.2.7 ImpactEffectComponent
- 1.2.8 ImpactSoundComponent
- 1.2.9 ImpactSoundComponent2
- 1.2.10 InitialLocation
- 1.2.11 InitialRotation
- 1.2.12 LastImpactTime
- 1.2.13 LastSlideTime
- 1.2.14 RBState
- 1.2.15 SlideEffectComponent
- 1.2.16 SlideSoundComponent
- 1.3 Default values
- 1.4 Subobjects
- 2 Functions
- Package:
- Engine
- Direct subclasses:
- GameBreakableActor, KActorSpawnable, UTKActor, UTSD_SpawnedKActor
- This class in other games:
- U2XMP, UT2004, UT2003, U2, UE2Runtime, UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'KActor'[edit]
bDamageAppliesImpulse[edit]
Type: bool
Default value: True
bWakeOnLevelStart[edit]
Type: bool
Modifiers: repnotify
Internal variables[edit]
AngErrorAccumulator[edit]
Type: float
Modifiers: native, const
bCurrentSlide[edit]
Type: bool
bSlideActive[edit]
Type: bool
DrawScaleX[edit]
Type: float
Modifiers: repnotify
replicated components of DrawScale3D
DrawScaleY[edit]
Type: float
Modifiers: repnotify
replicated components of DrawScale3D
DrawScaleZ[edit]
Type: float
Modifiers: repnotify
replicated components of DrawScale3D
ImpactEffectComponent[edit]
Type: ParticleSystemComponent
ImpactSoundComponent[edit]
Type: AudioComponent
ImpactSoundComponent2[edit]
Type: AudioComponent
TODO: This could be turned into a dynamic array; but for the moment just 2 will do.
InitialLocation[edit]
Type: Object.Vector
InitialRotation[edit]
Type: Object.Rotator
LastImpactTime[edit]
Type: float
LastSlideTime[edit]
Type: float
RBState[edit]
Type: Actor.RigidBodyState
Modifiers: native, const
SlideEffectComponent[edit]
Type: ParticleSystemComponent
SlideSoundComponent[edit]
Type: AudioComponent
Default values[edit]
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 |
CollisionType | COLLIDE_CustomDefault |
Physics | PHYS_RigidBody |
SupportedEvents[3] | Class'Engine.SeqEvent_RigidBodyCollision' |
TickGroup | TG_PostAsyncWork |
Subobjects[edit]
MyLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: DynamicSMActor.MyLightEnvironment
No new values.
StaticMeshComponent0[edit]
Class: Engine.StaticMeshComponent
Inherits from: DynamicSMActor.StaticMeshComponent0
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
BlockRigidBody | True | ||||||||||
RBChannel | RBCC_GameplayPhysics | ||||||||||
RBCollideWithChannels |
|
||||||||||
WireframeColor |
|
Functions[edit]
Native functions[edit]
GetKActorPhysMaterial[edit]
ResolveRBState[edit]
Forces the resolve the RBState regardless of wether the actor is sleeping
Events[edit]
FellOutOfWorld[edit]
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
PostBeginPlay[edit]
Overrides: DynamicSMActor.PostBeginPlay
ReplicatedEvent[edit]
Overrides: DynamicSMActor.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset
TakeDamage[edit]
Overrides: Actor.TakeDamage
Default behaviour when shot is to apply an impulse and kick the KActor.
Other instance functions[edit]
ApplyImpulse[edit]
OnTeleport[edit]
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[edit]
If this KActor receives a Toggle ON event from Kismet, wake the physics up.
SetPhysicalCollisionProperties[edit]
TakeRadiusDamage[edit]
Overrides: Actor.TakeRadiusDamage
Respond to radial damage as well.