UE3:KActor (UT3)
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Object >> Actor >> DynamicSMActor >> KActor |
- Package:
- Engine
- Direct subclasses:
- GameBreakableActor, KActorSpawnable, UTKActor, UTSD_SpawnedKActor
- This class in other games:
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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 |
| ||||||||||
WireframeColor |
|
Functions
Native functions
GetKActorPhysMaterial
ResolveRBState
Forces the resolve the RBState regardless of wether the actor is sleeping
Events
FellOutOfWorld
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
PostBeginPlay
Overrides: DynamicSMActor.PostBeginPlay
ReplicatedEvent
Overrides: DynamicSMActor.ReplicatedEvent
Reset
Overrides: Actor.Reset
TakeDamage
Overrides: Actor.TakeDamage
Default behaviour when shot is to apply an impulse and kick the KActor.
Other instance functions
ApplyImpulse
OnTeleport
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
If this KActor receives a Toggle ON event from Kismet, wake the physics up.
SetPhysicalCollisionProperties
TakeRadiusDamage
Overrides: Actor.TakeRadiusDamage
Respond to radial damage as well.