UE2:Actor properties (UE2Runtime)
- Actor properties in other games:
- Other member categories for this class:
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Properties
Property group 'Advanced'
bCanTeleport
Type: bool
This actor can be teleported.
bCollideWhenPlacing
Type: bool
This actor collides with the world when placing.
bDirectional
Type: bool
Actor shows direction arrow during editing.
bEdShouldSnap
Type: bool
Snap to grid in editor.
bGameRelevant
Type: bool
Always relevant for game
bHidden
Type: bool
Is hidden during gameplay.
bHiddenEd
Type: bool
Is hidden during editing.
bHiddenEdGroup
Type: bool
Is hidden by the group brower.
bHighDetail
Type: bool
Only show up in high or super high detail mode.
bLockLocation
Type: bool
Prevent the actor from being moved in the editor.
bMovable
Type: bool
Actor can be moved.
Default value: True
bNoDelete
Type: bool
Modifiers: const
Cannot be deleted during play.
bShouldBaseAtStartup
Type: bool
if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating
bStasis
Type: bool
In StandAlone games, turn off if not in a recently rendered zone turned off if bStasis and physics = PHYS_None or PHYS_Rotating.
bSuperHighDetail
Type: bool
Only show up in super high detail mode.
LifeSpan
Type: float
Property group 'Collision'
bAutoAlignToTerrain
Type: bool
Auto-align to terrain in the editor
bBlockActors
Type: bool
Blocks other nonplayer actors.
bBlockKarma
Type: bool
Modifiers: const
Block actors being simulated with Karma.
bBlockNonZeroExtentTraces
Type: bool
block non-zero extent actors/traces
Default value: True
bBlockPlayers
Type: bool
Blocks other player actors.
bBlockZeroExtentTraces
Type: bool
block zero extent actors/traces
Default value: True
bCollideActors
Type: bool
Modifiers: const
Collides with other actors.
bCollideWorld
Type: bool
Collides with the world.
bPathColliding
Type: bool
this actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)
bProjTarget
Type: bool
Projectiles should potentially target this actor.
bUseCylinderCollision
Type: bool
Force axis aligned cylinder collision (useful for static mesh pickups, etc.)
CollisionHeight
Type: float
Modifiers: const
Default value: 22.0
CollisionRadius
Type: float
Modifiers: const
Radius of collision cyllinder.
Default value: 22.0
Property group 'Display'
AmbientGlow
Type: byte
Ambient brightness, or 255=pulsing.
AntiPortal
Type: ConvexVolume
Convex volume used for DT_AntiPortal
bAcceptsProjectors
Type: bool
Projectors can project onto this actor
Default value: True
bDisableSorting
Type: bool
Manual override for translucent material sorting.
bShadowCast
Type: bool
Casts static shadows.
bStaticLighting
Type: bool
Uses raytraced lighting.
bUnlit
Type: bool
Lights don't affect actor.
bUseDynamicLights
Type: bool
Default value: True
bUseLightingFromBase
Type: bool
CullDistance
Type: float
0 == no distance cull, < 0 only drawn at distance > 0 cull at distance
DrawScale
Type: float
Modifiers: const
Scaling factor, 1.0=normal size.
Default value: 1.0
DrawScale3D
Type: Object.Vector
Modifiers: const
Scaling vector, (1.0,1.0,1.0)=normal size.
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
DrawType
Type: EDrawType
Modifiers: const
Default value: DT_Sprite
ForcedVisibilityZoneTag
Type: name
Modifiers: const
LODBias
Type: float
Default value: 1.0
MaxLights
Type: byte
Limit to hardware lights active on this primitive.
Default value: 4
Mesh
Type: Mesh
Modifiers: const
Mesh if DrawType=DT_Mesh.
PrePivot
Type: Object.Vector
Offset from box center for drawing.
ScaleGlow
Type: float
Default value: 1.0
Skins
Multiple skin support - not replicated.
StaticMesh
Type: StaticMesh
Modifiers: const
Style
Type: ERenderStyle
Default value: STY_Normal
Texture
Type: Material
Sprite texture.if DrawType=DT_Sprite
Default value: Texture'Engine.S_Actor'
Property group 'Events'
Event
Type: name
The event this actor causes.
Tag
Type: name
Actor's tag name.
Property group 'Force'
ForceRadius
Type: float
ForceScale
Type: float
ForceType
Type: EForceType
Property group 'Karma'
KParams
Type: KarmaParamsCollision
Modifiers: export, editinline
Parameters for Karma Collision/Dynamics.
Property group 'LightColor'
LightBrightness
Type: float
LightHue
Type: byte
LightSaturation
Type: byte
Property group 'Lighting'
bActorShadows
Type: bool
Light casts actor shadows.
bCorona
Type: bool
Light uses Skin as a corona.
bDynamicLight
Type: bool
This light is dynamic.
bLightingVisibility
Type: bool
Calculate lighting visibility for this actor with line checks.
Default value: True
bSpecialLit
Type: bool
Only affects special-lit surfaces.
LightCone
Type: byte
LightEffect
Type: ELightEffect
LightPeriod
Type: byte
LightPhase
Type: byte
LightRadius
Type: float
LightType
Type: ELightType
Property group 'Movement'
AttachTag
Type: name
bBounce
Type: bool
Bounces when hits ground fast.
bFixedRotationDir
Type: bool
Fixed direction of rotation.
bHardAttach
Type: bool
bIgnoreEncroachers
Type: bool
Ignore collisions between movers and
bRotateToDesired
Type: bool
Rotate to DesiredRotation.
Buoyancy
Type: float
Water buoyancy.
DesiredRotation
Type: Object.Rotator
Physics will smoothly rotate actor to this rotation if bRotateToDesired.
Location
Type: Object.Vector
Modifiers: const
Actor's location; use Move to set.
Mass
Type: float
Mass of this actor.
Default value: 100.0
Physics
Type: EPhysics
Modifiers: const
Rotation
Type: Object.Rotator
Modifiers: const
Rotation.
RotationRate
Type: Object.Rotator
Change in rotation per second.
Velocity
Type: Object.Vector
Velocity.
Property group 'Object'
Group
Type: name
InitialState
Type: name
Property group 'Sound'
AmbientSound
Type: Sound
Ambient sound effect.
bFullVolume
Type: bool
SoundOcclusion
Type: ESoundOcclusion
Sound occlusion approach.
SoundPitch
Type: byte
Default value: 64
SoundRadius
Type: float
Radius of ambient sound.
Default value: 64.0
SoundVolume
Type: byte
Volume of ambient sound.
Default value: 128
TransientSoundRadius
Type: float
Default value: 300.0
TransientSoundVolume
Type: float
default sound volume for regular sounds (can be overridden in playsound)
Default value: 0.3