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UE3:UTKActor (UDK)

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UDK Object >> Actor >> DynamicSMActor >> KActor >> UTKActor
Package: 
UTGame
This class in other games:
UT3


Properties

Property group 'UTKActor'

bBreakWhenCausingDamage

Type: bool

If true, this KActor will break when it causes damage

bDamageOnEncroachment

Type: bool

If true, this will cause Damage on Encroachment (DOE)

bHasHealth

Type: bool

If true, this vehicle has health

bResetDOEWhenAsleep

Type: bool

If true bDamageOnEncroachment will reset when this actor sleeps or falls below a threshold

BrokenTemplate

Type: ParticleSystem

Emitter template to use when this object breaks

bTakeDamageOnEncroachment

Type: bool

Should this KActor take damage when it encroaches

DmgTypeClass

Type: class<DamageType>

When causing damage, use this damage type

Default value: Class'Engine.DmgType_Crushed'

DOEResetThreshold

Type: int

This is the velocity threshhold at which the DOE will reset. If set to 0, it will only reset on sleep

Default value: 40

EncroachDamage_Other

Type: int

How much damage this actor does upon contact

EncroachDamage_Self

Type: int

How much should it take

Health

Type: int

How much health this actor has before it's destroyed

Internal variables

bBroken

Type: bool

Modifiers: repnotify

If true, this actor is broken and no longer functional

InstigatorController

Type: Controller

Allows things to pass along a damage instigator

Subobjects

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: KActor.MyLightEnvironment

No new values.

StaticMeshComponent0

Class: Engine.StaticMeshComponent

Inherits from: KActor.StaticMeshComponent0

Property Value
ReplacementPrimitive None

Delegates

OnBreakApart

delegate OnBreakApart ()

This delegate is called when this UTKActor breaks

OnEncroach

delegate bool OnEncroach (Actor Other)


Functions

Events

EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn

(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: KActor.ReplicatedEvent


TakeDamage

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

Overrides: KActor.TakeDamage

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

Other instance functions

BreakApart

function BreakApart ()