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UE3:KActor (UT3)

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UT3 Object >> Actor >> DynamicSMActor >> KActor
Package: 
Engine
Direct subclasses:
GameBreakableActor, KActorSpawnable, UTKActor, UTSD_SpawnedKActor
This class in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK

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
Member Value
Default True
EffectPhysics True
GameplayPhysics True
WireframeColor
Member Value
A 255
B 128
G 255
R 0

Functions[edit]

Native functions[edit]

GetKActorPhysMaterial[edit]

native final function PhysicalMaterial GetKActorPhysMaterial ()


ResolveRBState[edit]

native final function ResolveRBState ()

Forces the resolve the RBState regardless of wether the actor is sleeping

Events[edit]

FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: DynamicSMActor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: DynamicSMActor.ReplicatedEvent


Reset[edit]

simulated event Reset ()

Overrides: Actor.Reset


TakeDamage[edit]

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

Default behaviour when shot is to apply an impulse and kick the KActor.

Other instance functions[edit]

ApplyImpulse[edit]

function ApplyImpulse (Object.Vector ImpulseDir, float ImpulseMag, Object.Vector HitLocation, optional Actor.TraceHitInfo HitInfo)


OnTeleport[edit]

simulated function OnTeleport (SeqAct_Teleport inAction)

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]

simulated function OnToggle (SeqAct_Toggle action)

If this KActor receives a Toggle ON event from Kismet, wake the physics up.

SetPhysicalCollisionProperties[edit]

simulated function SetPhysicalCollisionProperties ()


TakeRadiusDamage[edit]

simulated function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser)

Overrides: Actor.TakeRadiusDamage

Respond to radial damage as well.