Legacy:Actor/Structs
See Built-In Struct for more (and probably more useful) structs that can be used in Actor classes.
ActorRenderDataPtr
<uscript> struct ActorRenderDataPtr { var pointer Ptr; }; </uscript>
AnimRep
Animation replication (can be used to replicate channel 0 anims for dumb proxies)
<uscript> struct AnimRep { var name AnimSequence; var bool bAnimLoop; var byte AnimRate; // note that with compression, max replicated animrate is 4.0 var byte AnimFrame; var byte TweenRate; // note that with compression, max replicated tweentime is 4 seconds }; </uscript>
BatchReference
<uscript> struct BatchReference { var int BatchIndex, ElementIndex; }; </uscript>
KBVect
Used to avoid compression.
<uscript> struct KRBVec { var float X, Y, Z; }; </uscript>
KRigidBodyState
<uscript> struct KRigidBodyState { var KRBVec Position; var Quat Quaternion; var KRBVec LinVel; var KRBVec AngVel; }; </uscript>
LightRenderDataPtr
<uscript> struct LightRenderDataPtr { var pointer Ptr; }; </uscript>
PointRegion
Identifies a unique convex volume in the world.
<uscript> struct PointRegion { var zoneinfo Zone; // Zone. var int iLeaf; // Bsp leaf. var byte ZoneNumber; // Zone number. }; </uscript>
ProjectorRenderInfoPtr
<uscript> struct ProjectorRenderInfoPtr { var pointer Ptr; }; // Hack to to fool C++ header generation... </uscript>
StaticMeshProjectorRenderInfoPtr
<uscript> struct StaticMeshProjectorRenderInfoPtr { var pointer Ptr; }; </uscript>