UE3:Actor enums (UDK)

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UDK Object >> Actor (enums)
Actor enums in other games:
Other member categories for this class:

Enums

ECollisionType

enum for LDs to select collision options - sets Actor flags and that of our CollisionComponent via PostEditChange()

COLLIDE_CustomDefault
custom programmer set collison (PostEditChange() will restore collision to defaults when this is selected)
COLLIDE_NoCollision
doesn't collide
COLLIDE_BlockAll
blocks everything
COLLIDE_BlockWeapons
only blocks zero extent things (usually weapons)
COLLIDE_TouchAll
touches (doesn't block) everything
COLLIDE_TouchWeapons
touches (doesn't block) only zero extent things
COLLIDE_BlockAllButWeapons
only blocks non-zero extent things (Pawns, etc)
COLLIDE_TouchAllButWeapons
touches (doesn't block) only non-zero extent things
COLLIDE_BlockWeaponsKickable
Same as BlockWeapons, but enables flags to be kicked by player physics

EDoubleClickDir

DCLICK_None
DCLICK_Left
DCLICK_Right
DCLICK_Forward
DCLICK_Back
DCLICK_Active
DCLICK_Done

EMoveDir

The set of Directions an actor can be moving *

MD_Stationary
MD_Forward
MD_Backward
MD_Left
MD_Right
MD_Up
MD_Down

ENetRole

ROLE_None
No role at all.
ROLE_SimulatedProxy
Locally simulated proxy of this actor.
ROLE_AutonomousProxy
Locally autonomous proxy of this actor.
ROLE_Authority
Authoritative control over the actor.

EPhysics

PHYS_None
PHYS_Walking
PHYS_Falling
PHYS_Swimming
PHYS_Flying
PHYS_Rotating
PHYS_Projectile
PHYS_Interpolating
PHYS_Spider
PHYS_Ladder
PHYS_RigidBody
PHYS_SoftBody
PHYS_NavMeshWalking
update bounding boxes and killzone test, otherwise like PHYS_None
PHYS_Unused
slide along navmesh, "fake" phys_walking
PHYS_Custom

ETravelType

TRAVEL_Absolute
Absolute URL.
TRAVEL_Partial
Partial (carry name, reset server).
TRAVEL_Relative
Relative URL.