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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

Property group 'KActor'

bDamageAppliesImpulse

Type: bool


Default value: True

bWakeOnLevelStart

Type: bool

Modifiers: repnotify


Internal variables

AngErrorAccumulator

Type: float

Modifiers: native, const


bCurrentSlide

Type: bool


bSlideActive

Type: bool


DrawScaleX

Type: float

Modifiers: repnotify

replicated components of DrawScale3D

DrawScaleY

Type: float

Modifiers: repnotify

replicated components of DrawScale3D

DrawScaleZ

Type: float

Modifiers: repnotify

replicated components of DrawScale3D

ImpactEffectComponent

Type: ParticleSystemComponent


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


InitialRotation

Type: Object.Rotator


LastImpactTime

Type: float


LastSlideTime

Type: float


RBState

Type: Actor.RigidBodyState

Modifiers: native, const


SlideEffectComponent

Type: ParticleSystemComponent


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
CollisionType COLLIDE_CustomDefault
Physics PHYS_RigidBody
SupportedEvents[3] 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
Member Value
Default True
EffectPhysics True
GameplayPhysics True
WireframeColor
Member Value
A 255
B 128
G 255
R 0

Functions

Native functions

GetKActorPhysMaterial

native final function PhysicalMaterial GetKActorPhysMaterial ()


ResolveRBState

native final function ResolveRBState ()

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

Events

FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

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

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: DynamicSMActor.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: DynamicSMActor.ReplicatedEvent


Reset

simulated event Reset ()

Overrides: Actor.Reset


TakeDamage

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

ApplyImpulse

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


OnTeleport

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

simulated function OnToggle (SeqAct_Toggle action)

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

SetPhysicalCollisionProperties

simulated function SetPhysicalCollisionProperties ()


TakeRadiusDamage

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.