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Engine.Actor

Extends
Object
Modifiers
abstract native nativereplication

Core.Object
|   
+-- Engine.Actor

Direct Known Subclasses:

AnimBrowserMesh, AntiPortalActor, Brush, ByteRaptorGrinder, CarriedObject, CollisionProxy, Controller, DamageType, Decal, Decoration, DecoVolumeObject, DeployProxyMaster, Effects, ElectricGenerator, FluidSurfaceOscillator, function, function, function, function, function, function, function, HackEffect, HackEffectProxy, Info, Inventory, InventoryAttachment, JuggernautTireArm, JuggernautTurretBarrel, KActor, Keypoint, KRepulsor, Landmark, Light, LightningMgr, Loader, MatDemoActor, Mover, NavigationPoint, NewWind, Note, ParticleColliderDisc, ParticleColliderSphere, ParticleGenerator, ParticleLoader, ParticleRef, Pickup, Projectile, Projector, RaptorGrinder, ScoreKeeper, StaticMeshActor, Triggers, TripLaserProxy, TurretCam, TurretProxyBall, Util, UtilGame, VehicleDeployProxy, VehicleExplosion, VehicleFactory, VehiclePart, XMPVehicleCab, XMPVehicleCabViewModel, XMPVehicleTurret

Constants Summary
CCFloatHeight=6.0
DF_Collision=0x00000001
DF_None=0x00000000
MAXSTEPHEIGHT=35.0
MINFLOORZ=0.7
TRACE_AcceptProjectors=0x8000
TRACE_Actors=0x0093
TRACE_AllBlocking=0x00DF
TRACE_AllColliding=0x009F
TRACE_Blocking=0x0040
TRACE_Corona=0x2000
TRACE_Debug=0x0800
TRACE_Hash=0x009B
TRACE_Level=0x0004
TRACE_LevelGeometry=0x0080
TRACE_Material=0x1000
TRACE_Movers=0x0002
TRACE_OnlyProjActor=0x0020
TRACE_Others=0x0010
TRACE_Pawns=0x0001
TRACE_Projectors=0x4000
TRACE_ProjTargets=0x00BF
TRACE_ShadowCast=0x0100
TRACE_SingleResult=0x0400
TRACE_StopAtFirstHit=0x0200
TRACE_VisibleNonColliding=0x10000
TRACE_Volumes=0x0008
TRACE_World=0x0086
Inherited Contants from Core.Object
DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RotationUnitsToDegrees

Variables Summary
vectorAcceleration
ActorRenderDataPtrActorRenderData
array<Actor>Attached
nameAttachmentBone
boolbAlwaysRelevant
boolbAlwaysRelevantToInstigator
boolbAlwaysRelevantToOwner
boolbAlwaysTick
boolbAlwaysZeroBoneOffset
boolbAnimByOwner
ActorBase
boolbCanBeDamaged
boolbClientAnim
boolbClientDemoNetFunc
boolbClientDemoRecording
boolbCompressedPosition
boolbDeleteMe
boolbDemoOwner
boolbDemoRecording
boolbDestroyInPainVolume
boolbDisturbFluidSurface
boolbDynamicWorldGeometry
boolbEdSnap
boolbHasBlood
boolbHurtEntry
boolbIgnoreOutOfWorld
boolbInterpolating
boolbJustTeleported
boolbLightChanged
boolbNetDirty
boolbNetInitial
boolbNetInitialRotation
boolbNetNotify
boolbNetOwner
boolbNetRelevant
boolbNetTemporary
boolbNoRepMesh
boolbObsolete
boolbOnlyAffectPawns
boolbOnlyDirtyReplication
boolbOnlyDrawIfAttached
boolbOnlyOwnerSee
boolbOnlyRelevantToOwner
boolbOrientOnSlope
boolbOwnerNoSee
boolbPathTemp
boolbPendingDelete
boolbRepClientDemo
boolbReplicateAnimations
boolbReplicateInstigator
boolbReplicateMovement
modelBrush
boolbScriptInitialized
boolbSelected
boolbShowOctreeNodes
boolbSkipActorPropertyReplication
boolbStatic
boolbTearOff
boolbTempEditor
boolbTicked
boolbTimerLoop
boolbTrailerAllowRotation
boolbTrailerPrePivot
boolbTrailerSameRotation
boolbTravel
boolbUpdateSimulatedPosition
boolbWasSNFiltered
boolbWorldGeometry
MatrixCachedLocalToWorld
vectorCachedLocation
RotatorCachedRotation
intCollisionTag
vectorColLocation
ActorConglomerateID
actorDeleted
MatrixHardRelMatrix
PawnInstigator
InventoryInventory
intJoinedTag
intKStepTag
floatLastRenderTime
floatLatentFloat
array<int>Leaves
LevelInfoLevel
LightRenderDataPtrLightRenderData
MeshInstanceMeshInstance
class<LocalMessage>MessageClass
floatNetPriority
intNetTag
floatNetUpdateFrequency
floatNetUpdateTime
BoxOctreeBox
vectorOctreeBoxCenter
vectorOctreeBoxRadii
array<int>OctreeNodes
ActorOwner
ActorPendingTouch
PhysicsVolumePhysicsVolume
array<ProjectorRenderInfoPtr>Projectors
PointRegionRegion
vectorRelativeLocation
rotatorRelativeRotation
ENetRoleRemoteRole
intRenderRevision
MaterialRepSkin
ENetRoleRole
AnimRepSimAnim
EFilterStateStaticFilterState
StaticMeshInstanceStaticMeshInstance
array<StaticMeshProjectorRenderInfoPtr>StaticMeshProjectors
array<BatchReference>StaticSectionBatches
floatTimerCounter
floatTimerRate
array<Actor>Touching
LevelXLevel
Advanced
boolbCanBeBaseForPawns
boolbCanTeleport
boolbCollideWhenPlacing
boolbDirectional
boolbDontBatch
boolbEdShouldSnap
boolbGameRelevant
boolbHidden
boolbHiddenEd
boolbHiddenEdGroup
boolbHighDetail
boolbLockLocation
boolbMovable
boolbNoDelete
boolbShouldBaseAtStartup
boolbShowUseReticle
boolbStasis
boolbSuperHighDetail
boolbUsable
floatLifeSpan
array<Actor>NetDependents
Collision
boolbAutoAlignToTerrain
boolbBlockActors
boolbBlockKarma
boolbBlockNonZeroExtentTraces
boolbBlockPlayers
boolbBlockZeroExtentTraces
boolbCanMantle
boolbCollideActors
boolbCollideWorld
boolbPathColliding
boolbProjTarget
boolbUseCylinderCollision
floatCollisionHeight
floatCollisionRadius
Display
array<Material>AlternateSkins
byteAmbientGlow
ConvexVolumeAntiPortal
boolbAcceptsProjectors
boolbDisableSorting
boolbShadowCast
boolbStaticLighting
boolbUnlit
boolbUseDynamicLights
boolbUseLightingFromBase
floatCullDistance
floatDrawScale
vectorDrawScale3D
EDrawTypeDrawType
nameForcedVisibilityZoneTag
floatLODBias
byteMaxLights
MeshMesh
vectorPrePivot
intRepSkinIndex
floatScaleGlow
array<Material>Skins
intSpecialDisplayFlags
StaticMeshStaticMesh
ERenderStyleStyle
MaterialTexture
Events
nameEvent
nameTag
Force
floatForceRadius
floatForceScale
EForceTypeForceType
Karma
KarmaParamsCollisionKParams
LightColor
floatLightBrightness
byteLightHue
byteLightSaturation
Lighting
boolbActorShadows
boolbCorona
boolbDynamicLight
boolbLightingVisibility
boolbSpecialLit
byteLightCone
ELightEffectLightEffect
byteLightPeriod
byteLightPhase
floatLightRadius
ELightTypeLightType
Movement
nameAttachTag
boolbBounce
boolbFixedRotationDir
boolbHardAttach
boolbIgnoreEncroachers
boolbRotateToDesired
floatBuoyancy
rotatorDesiredRotation
vectorLocation
floatMass
EPhysicsPhysics
rotatorRotation
rotatorRotationRate
vectorVelocity
Object
nameGroup
nameInitialState
Sound
soundAmbientSound
boolbFullVolume
ESoundOcclusionSoundOcclusion
byteSoundPitch
floatSoundRadius
byteSoundVolume
floatTransientSoundRadius
floatTransientSoundVolume
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
EDetailMode
DM_Low, DM_High, DM_SuperHigh
EDoubleClickDir
DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done
EDrawType
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_StaticMesh, DT_AntiPortal, DT_FluidSurface, DT_Custom,
EFilterState
FS_Maybe, FS_Yes, FS_No
EForceType
FT_None, FT_DragAlong,
eKillZType
KILLZ_None, KILLZ_Lava, KILLZ_Suicide, KILLZ_Shrinkage
ELightEffect
LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Sunlight, LE_QuadraticNonIncidence
ELightType
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_FadeOut
EMusicTransition
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
ENetRole
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
EPhysics
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer, PHYS_Ladder, PHYS_RootMotion, PHYS_Karma, PHYS_KarmaRagDoll
ERenderStyle
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive,
ESoundOcclusion
OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
ESoundSlot
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,
ETravelType
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
Inherited Enumerations from Core.Object
EAlignment, EAxis, ECamOrientation, ESheerAxis

Structures Summary
ActorRenderDataPtr
Ptr
AnimRep
AnimSequence, bAnimLoop, AnimRate, AnimFrame, TweenRate
BatchReference
BatchIndex, ElementIndex
Face
Points
KRBVec
X, Y, Z
KRigidBodyState
Position, Quaternion, LinVel, AngVel
LightRenderDataPtr
Ptr
PointRegion
Zone, iLeaf, ZoneNumber
ProjectorRenderInfoPtr
Ptr
StaticMeshProjectorRenderInfoPtr
Ptr
Inherited Structures from Core.Object
Alignment, BoundingVolume, Box, Color, ComponentHandle, CompressedPosition, Coords, Dimension, Guid, InterpCurve, InterpCurvePoint, Matrix, ParticleHandle, Plane, Point, Quat, Range, RangeVector, Rectangle, Rotator, Scale, Vector

Functions Summary
operatorcolor * (float A, color B)
operatorcolor * (color A, float B)
operatorcolor + (color A, color B)
operatorcolor - (color A, color B)
function AddActor (Actor A, optional Color C)
function AddActorAt (Actor A, vector TargetLocation, optional Color C)
function AddArrow (vector Start, vector End, optional Color C)
function AddBox (vector Location, vector Extent, optional Color C)
function AddCylinder (vector Location, float Radius, float Height, optional Color C)
function AddLine (vector Start, vector End, optional Color C)
function AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
function AnimBlendParams (int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose)
function AnimBlendToAlpha (int Stage, float TargetAlpha, float TimeInterval)
event AnimEnd (int Channel)
functionbool AnimIsInGroup (int Channel, name GroupName)
event Attach (Actor Other)
functionbool AttachToBone (actor Attachment, name BoneName)
function AutonomousPhysics (float DeltaSeconds)
event BaseChange ()
function BasedActors (class<actor> BaseClass, out actor Actor)
function BecomeViewTarget ()
event BeginEvent ()
event BeginPlay ()
function BM (coerce string Msg)
function BoneRefresh ()
functioninterface bool (( Controller User)
event BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
event Bump (Actor Other)
functionbool CanHit (Controller AttackingController)
functionbool CanSplash ()
function ChildActors (class<actor> BaseClass, out actor Actor)
function Clock (out float time)
function CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
functionColor ColorBlack ()
functionColor ColorBlue ()
functionColor ColorBrown ()
functionColor ColorCyan ()
functionColor ColorDkblue ()
functionColor ColorDkcyan ()
functionColor ColorDkgreen ()
functionColor ColorDkgrey ()
functionColor ColorDkmagenta ()
functionColor ColorDkred ()
functionColor ColorDkyellow ()
functionColor ColorGreen ()
functionColor ColorGrey ()
functionColor ColorLtgrey ()
functionColor ColorMagenta ()
functionColor ColorOrange ()
functionColor ColorPink ()
functionColor ColorRed ()
functionColor ColorWhite ()
functionColor ColorYellow ()
functionstring ConsoleCommand (string Command)
functionVector ConvertRelativeLocation (vector NewLocation)
function DebugClock ()
function DebugUnclock ()
event DemoPlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
functionbool Destroy ()
event Destroyed ()
event Detach (Actor Other)
functionbool DetachFromBone (actor Attachment)
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DM (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
function DMN (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
function DMT (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
function DMTN (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
function DMTNS (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag)
function DrawDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B)
function DrawFace (Face F, Color Clr)
function DrawFaces (array<Face> Faces, Color Clr)
function DynamicActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
functionbool EffectIsRelevant (vector SpawnLocation, bool bForceDedicated)
function EnableChannelNotify (int Channel, int Switch)
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
event EndedRotation ()
event EndEvent ()
function Error (coerce string S)
event Falling ()
functionbool FastTrace (vector TraceEnd, optional vector TraceStart)
event FellOutOfWorld (eKillZType KillType)
function FinishAnim (optional int Channel)
event FinishedInterpolation ()
function FinishInterpolation ()
functioninterface float (( Controller User)
functionbool ForceFeedbackSupported (optional bool Enable)
function FreezeAnimAt (float Time, optional int Channel)
event GainedChild (Actor Other)
function GetAnimParams (int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate)
functioncoords GetBoneCoords (name BoneName)
functionrotator GetBoneRotation (name BoneName, optional int Space)
functionbool GetCacheEntry (int Num, out string GUID, out string Filename)
functionClient GetClient ()
functionbox GetCollisionBoundingBox ()
functionvector GetCollisionExtent ()
functionstring GetCommandLine ()
functionint GetConsumerClassIndex ()
functionString GetDebugName ()
functionString GetHumanReadableName ()
functionString GetItemName (string FullName)
functionController GetKillerController ()
functionstring GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
functionstring GetMapName (string NameEnding, string MapName, int Dir)
functionstring GetMeshName ()
functionstring GetNextInt (string ClassName, int Num)
function GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description)
function GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc)
functionint GetNotifyChannel ()
functionplane GetRenderBoundingSphere ()
functionvector GetRootLocation ()
functionvector GetRootLocationDelta ()
functionrotator GetRootRotation ()
functionrotator GetRootRotationDelta ()
functionfloat GetSoundDuration (sound Sound)
functionint GetTeam ()
functionstring GetURLMap ()
functionbool HasAnim (name Sequence)
event HitWall (vector HitNormal, actor HitWall)
function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional bool bNoFalloff)
eventbool IgnoreEncroachingMovement (actor Other)
functioninterface int (( Controller User)
functioninterface int ((()
functionbool IsAnimating (optional int Channel)
functionbool IsInPain ()
functionbool IsInVolume (Volume aVolume)
functionbool IsRealPlayer ()
functionbool IsTweening (int Channel)
function KAddBoneLifter (name BoneName, InterpCurve LiftVel, float LateralFriction, InterpCurve Softness)
function KAddImpulse (vector Impulse, vector Position, optional name BoneName)
event KApplyForce (out vector Force, out vector Torque)
function KDisableCollision (actor Other)
function KDrawRigidBodyState (KRigidBodyState RBState, bool AltColour)
function KEnableCollision (actor Other)
function KFreezeRagdoll ()
functionfloat KGetActorGravScale ()
function KGetCOMOffset (out vector offset)
function KGetCOMPosition (out vector pos)
function KGetDampingProps (out float lindamp, out float angdamp)
functionfloat KGetFriction ()
functionfloat KGetImpactThreshold ()
function KGetInertiaTensor (out vector it1, out vector it2)
functionfloat KGetMass ()
functionquat KGetRBQuaternion ()
functionfloat KGetRestitution ()
function KGetRigidBodyState (out KRigidBodyState RBstate)
functionfloat KGetSkelMass ()
event KilledBy (pawn EventInstigator)
event KImpact (actor other, vector pos, vector impactVel, vector impactNorm)
functionbool KIsAwake ()
functionbool KIsRagdollAvailable ()
function KMakeRagdollAvailable ()
functionKRBVec KRBVecFromVector (vector v)
functionvector KRBVecToVector (KRBVec RBvec)
function KRemoveAllBoneLifters ()
function KRemoveLifterFromBone (name BoneName)
function KSetActorGravScale (float ActorGravScale)
function KSetBlockKarma (bool newBlock)
function KSetCOMOffset (vector offset)
function KSetDampingProps (float lindamp, float angdamp)
function KSetFriction (float Friction)
function KSetImpactThreshold (float thresh)
function KSetInertiaTensor (vector it1, vector it2)
function KSetMass (float mass)
function KSetRestitution (float rest)
function KSetSkelVel (vector Velocity, optional vector AngVelocity, optional bool AddToCurrent)
function KSetStayUpright (bool stayUpright, bool allowRotate)
function KSetStayUprightParams (float Stiffness, float Damping)
event KSkelConvulse ()
function KSleep ()
eventbool KUpdateState (out KRigidBodyState newState)
event KVelDropBelow ()
function KWake ()
event Landed (vector HitNormal)
function LaunchPawn (Pawn Other)
function LaunchPawnDamage (Pawn Other)
function LinkMesh (mesh NewMesh, optional bool bKeepAnim)
function LinkSkelAnim (MeshAnimation Anim, optional mesh NewMesh)
function LockRootMotion (int Lock)
functionbool LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
event LostChild (Actor Other)
functionColor MakeColor (byte R, byte G, byte B, optional byte A)
function MakeNoise (float Loudness)
function MatchStarting ()
functionbool Move (vector Delta, optional bool bTest)
functionbool MoveCacheEntry (string GUID, optional string NewFilename)
functionbool MoveSmooth (vector Delta)
functionbool NearSpot (vector Spot)
function NotifyTeamEnergyStatus (bool bEnabled)
function OnlyAffectPawns (bool B)
function OnUnuse (Actor Other)
function OnUse (Actor Other)
function PauseAudio (optional bool bPauseMusic)
event PhysicsVolumeChange (PhysicsVolume NewVolume)
functionbool PlayAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
functionbool PlayerCanSeeMe ()
function PlayFeedbackEffect (String EffectName)
functionint PlayMusic (string Song, float FadeInTime)
function PlayOwnedSound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
function PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
function PlayTeleportEffect (bool bOut, bool bSound)
event PostBeginPlay ()
event PostNetBeginPlay ()
event PostNetReceive ()
event PostTeleport (Teleporter OutTeleporter)
event PostTouch (Actor Other)
event PreBeginPlay ()
eventbool PreTeleport (Teleporter InTeleporter)
function RadarAddActor ()
function RadarRemoveActor ()
function RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
event RenderOverlays (Canvas Canvas)
event RenderTexture (ScriptedTexture Tex)
function ReplaceText (out string Text, string Replace, string With)
function Reset ()
function SetAnimFrame (float Time, optional int Channel, optional int UnitFlag)
function SetBase (actor NewBase, optional vector NewFloor)
function SetBoneDirection (name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space)
function SetBoneLocation (name BoneName, optional vector BoneTrans, optional float Alpha)
function SetBoneRotation (name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha)
function SetBoneScale (int Slot, optional float BoneScale, optional name BoneName)
function SetClassStatic (class<Actor> TargetClass, bool bVal)
function SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
functionbool SetCollisionSize (float NewRadius, float NewHeight)
function SetDefaultDisplayProperties ()
function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting)
function SetDrawScale (float NewScale)
function SetDrawScale3D (vector NewScale3D)
function SetDrawType (EDrawType NewDrawType)
function SetGRI (GameReplicationInfo GRI)
event SetInitialState ()
function SetKillerController (Controller C)
functionbool SetLocation (vector NewLocation)
function SetNetDirty (bool bVal)
function SetOwner (actor NewOwner)
function SetPhysics (EPhysics newPhysics)
functionbool SetRelativeLocation (vector NewLocation)
functionbool SetRelativeRotation (rotator NewRotation)
functionbool SetRotation (rotator NewRotation)
function SetStaticMesh (StaticMesh NewStaticMesh)
function SetTeam (int NewTeam)
function SetTimer (float NewTimerRate, bool bLoop)
function Sleep (float Seconds)
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation, optional actor SpawnTemplate)
eventActor SpecialHandling (Pawn Other)
function StartInterpolation ()
function StopAllMusic (float FadeOutTime)
function StopAnimating (optional bool ClearAllButBase)
function StopFeedbackEffect (optional String EffectName)
function StopMusic (int SongHandle, float FadeOutTime)
functioninterface string (( Controller User)
functionvector SuggestFallVelocity (vector Destination, vector Start, float MaxZ, float MaxXYSpeed)
event TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
functionbool TestLocation (vector TestLocation)
event Tick (float DeltaTime)
event Timer ()
event TornOff ()
event Touch (Actor Other)
functionbool TouchingActor (Actor A)
function TouchingActors (class<actor> BaseClass, out actor Actor)
functionActor Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material, optional int TraceFlags)
function TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
event TravelPostAccept ()
event TravelPreAccept ()
event Trigger (Actor Other, Pawn EventInstigator)
event TriggerEvent (Name EventName, Actor Other, Pawn EventInstigator)
functionbool TweenAnim (name Sequence, float Time, optional int Channel)
function UnClock (out float time)
function UnPauseAudio ()
event UnTouch (Actor Other)
event UnTrigger (Actor Other, Pawn EventInstigator)
function UntriggerEvent (Name EventName, Actor Other, Pawn EventInstigator)
function UpdatePrecacheMaterials ()
function UpdatePrecacheStaticMeshes ()
event UsedBy (Pawn user)
function VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
function VisibleCollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden)
function ZapActor (out Actor A)
event ZoneChange (ZoneInfo NewZone)
Inherited Functions from Core.Object
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, ?, @, @=, Ablend, AblendR, Abs, Acos, AddTimer, AddTimerS, Asc, Asin, Atan, BeginState, Blend, BlendR, Caps, Chr, Clamp, ClassIsChildOf, ClockwiseFrom, ColorCode, Constructed, Cos, Cross, Delete, Disable, Dot, DynamicLoadObject, Enable, EndState, EnumStr, Exp, FClamp, FDecision, FileSize, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetPackageContents, GetPropertyText, GetRand, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, Left, Len, Lerp, LineLineIntersection, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, ProgressSeed, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandomSpreadVector, RandRange, RemoveAllTimers, RemoveTimer, RemoveTimerS, ResetConfig, Right, RMax, RMin, RotateAngleAxis, RotRand, Round, RSize, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrArray, StringToName, Tan, TimeRemaining, TimeRemainingS, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, Warn, ^, ^^, |, ||, ~, ~=


Constants Detail

CCFloatHeight Source code

const CCFloatHeight = 6.0;

DF_Collision Source code

const DF_Collision = 0x00000001;

DF_None Source code

const DF_None = 0x00000000;

MAXSTEPHEIGHT Source code

const MAXSTEPHEIGHT = 35.0;
Maximum step height walkable by Pawns

MINFLOORZ Source code

const MINFLOORZ = 0.7;
Minimum Z value for floor normal. Anything that's less, isn't a walkable floor. (0.7 corresponds to about 45 degree angle for floor)

TRACE_AcceptProjectors Source code

const TRACE_AcceptProjectors = 0x8000;

TRACE_Actors Source code

const TRACE_Actors = 0x0093;

TRACE_AllBlocking Source code

const TRACE_AllBlocking = 0x00DF;

TRACE_AllColliding Source code

const TRACE_AllColliding = 0x009F;

TRACE_Blocking Source code

const TRACE_Blocking = 0x0040;

TRACE_Corona Source code

const TRACE_Corona = 0x2000;

TRACE_Debug Source code

const TRACE_Debug = 0x0800;

TRACE_Hash Source code

const TRACE_Hash = 0x009B;

TRACE_Level Source code

const TRACE_Level = 0x0004;

TRACE_LevelGeometry Source code

const TRACE_LevelGeometry = 0x0080;

TRACE_Material Source code

const TRACE_Material = 0x1000;

TRACE_Movers Source code

const TRACE_Movers = 0x0002;

TRACE_OnlyProjActor Source code

const TRACE_OnlyProjActor = 0x0020;

TRACE_Others Source code

const TRACE_Others = 0x0010;

TRACE_Pawns Source code

const TRACE_Pawns = 0x0001;

TRACE_Projectors Source code

const TRACE_Projectors = 0x4000;

TRACE_ProjTargets Source code

const TRACE_ProjTargets = 0x00BF;

TRACE_ShadowCast Source code

const TRACE_ShadowCast = 0x0100;

TRACE_SingleResult Source code

const TRACE_SingleResult = 0x0400;

TRACE_StopAtFirstHit Source code

const TRACE_StopAtFirstHit = 0x0200;

TRACE_VisibleNonColliding Source code

const TRACE_VisibleNonColliding = 0x10000;

TRACE_Volumes Source code

const TRACE_Volumes = 0x0008;

TRACE_World Source code

const TRACE_World = 0x0086;


Variables Detail

Acceleration Source code

var vector Acceleration;

ActorRenderData Source code

var const native ActorRenderDataPtr ActorRenderData;

Attached Source code

var const array<Actor> Attached;
Array of actors attached to this actor.

AttachmentBone Source code

var const name AttachmentBone;
Name of bone to which actor is attached (if attached to center of base.

bAlwaysRelevant Source code

var bool bAlwaysRelevant;
Always relevant for network.

bAlwaysRelevantToInstigator Source code

var bool bAlwaysRelevantToInstigator;

bAlwaysRelevantToOwner Source code

var bool bAlwaysRelevantToOwner;

bAlwaysTick Source code

var const bool bAlwaysTick;
Update even when players-only.

bAlwaysZeroBoneOffset Source code

var bool bAlwaysZeroBoneOffset;
If true, offset always zero when attached to skeletalmesh.

bAnimByOwner Source code

var bool bAnimByOwner;
Animation dictated by owner.

Base Source code

var const Actor Base;
Actor we're standing on.

bCanBeDamaged Source code

var bool bCanBeDamaged;
Can take damage.

bClientAnim Source code

var bool bClientAnim;
Don't replicate any animations - animation done client-side.

bClientDemoNetFunc Source code

var const bool bClientDemoNetFunc;
True if we're client-side demo recording and this call originated from the remote.

bClientDemoRecording Source code

var const bool bClientDemoRecording;
True we are currently recording a client-side demo.

bCompressedPosition Source code

var bool bCompressedPosition;
Used by networking code to flag compressed position replication.

bDeleteMe Source code

var const bool bDeleteMe;
About to be deleted.

bDemoOwner Source code

var const bool bDemoOwner;
Demo recording driver owns this actor.

bDemoRecording Source code

var const bool bDemoRecording;
True we are currently demo recording.

bDestroyInPainVolume Source code

var bool bDestroyInPainVolume;
Destroy this actor if it enters a pain volume.

bDisturbFluidSurface Source code

var bool bDisturbFluidSurface;
Cause ripples when in contact with FluidSurface.

bDynamicWorldGeometry Source code

var bool bDynamicWorldGeometry;

bEdSnap Source code

var transient bool bEdSnap;
Should snap to grid in UnrealEd.

bHasBlood Source code

var bool bHasBlood;

bHurtEntry Source code

var bool bHurtEntry;
Keep HurtRadius from being reentrant,

bIgnoreOutOfWorld Source code

var bool bIgnoreOutOfWorld;
Don't destroy if enters zone zero.

bInterpolating Source code

var bool bInterpolating;
Performing interpolating.

bJustTeleported Source code

var const bool bJustTeleported;
Used by engine physics - not valid for scripts.

bLightChanged Source code

var bool bLightChanged;
Recalculate this light's lighting now.

bNetDirty Source code

var transient const bool bNetDirty;
Set when any attribute is assigned a value in unrealscript,

bNetInitial Source code

var const bool bNetInitial;
Initial network update.

bNetInitialRotation Source code

var const bool bNetInitialRotation;
Should replicate initial rotation.

bNetNotify Source code

var bool bNetNotify;
The actor wishes to be notified of replication events. The actor gets the simulated function PostNetReceive() called whenever replication occurs, e.g. in Ammunition whenever AmmoAmount gets changed.

bNetOwner Source code

var const bool bNetOwner;
Player owns this actor.

bNetRelevant Source code

var const bool bNetRelevant;
Actor is currently relevant. Only valid server side, only when replicating variables.

bNetTemporary Source code

var const bool bNetTemporary;
Tear-off simulation in network play.

bNoRepMesh Source code

var bool bNoRepMesh;
Don't replicate mesh.

bObsolete Source code

var bool bObsolete;
Actor is obsolete - warn level designers to remove it.

bOnlyAffectPawns Source code

var const bool bOnlyAffectPawns;
Optimisation - only test ovelap against pawns. Used for influences etc.

bOnlyDirtyReplication Source code

var bool bOnlyDirtyReplication;
If true, only replicate actor if bNetDirty is true - useful if no C++ changed attributes (such as physics)
bOnlyDirtyReplication only used with bAlwaysRelevant actors

bOnlyDrawIfAttached Source code

var bool bOnlyDrawIfAttached;
Don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched).

bOnlyOwnerSee Source code

var bool bOnlyOwnerSee;
Only owner can see this actor.

bOnlyRelevantToOwner Source code

var bool bOnlyRelevantToOwner;
This actor is only relevant to its owner.

bOrientOnSlope Source code

var bool bOrientOnSlope;
When landing, orient base on slope of floor.

bOwnerNoSee Source code

var bool bOwnerNoSee;
Everything but the owner can see this actor.

bPathTemp Source code

var transient bool bPathTemp;
Internal/path building.

bPendingDelete Source code

var bool bPendingDelete;
Set when actor is about to be deleted (since endstate and other functions called during deletion process before bDeleteMe is set).

bRepClientDemo Source code

var const bool bRepClientDemo;
True if remote client is recording demo.

bReplicateAnimations Source code

var bool bReplicateAnimations;
Should replicate SimAnim.

bReplicateInstigator Source code

var bool bReplicateInstigator;
Replicate instigator to client (used by bNetTemporary projectiles).

bReplicateMovement Source code

var bool bReplicateMovement;
If true, replicate movement/location related properties.

Brush Source code

var const export model Brush;
Brush if DrawType=DT_Brush.

bScriptInitialized Source code

var bool bScriptInitialized;
Set to prevent re-initializing of actors spawned during level startup

bSelected Source code

var const bool bSelected;
Selected in UnrealEd.

bShowOctreeNodes Source code

var bool bShowOctreeNodes;

bSkipActorPropertyReplication Source code

var bool bSkipActorPropertyReplication;
f true, don't replicate actor class variables for this actor.

bStatic Source code

var const bool bStatic;
Does not move or change over time. Don't let L.D.s change this - screws up net play.

bTearOff Source code

var bool bTearOff;
If true, this actor is no longer replicated to new clients, and is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.

bTempEditor Source code

var transient const bool bTempEditor;

bTicked Source code

var transient const bool bTicked;
Actor has been updated.

bTimerLoop Source code

var bool bTimerLoop;
Timer loops (else is one-shot).

bTrailerAllowRotation Source code

var bool bTrailerAllowRotation;
If PHYS_Trailer and want independent rotation control.

bTrailerPrePivot Source code

var bool bTrailerPrePivot;
If PHYS_Trailer and true, offset from owner by PrePivot.

bTrailerSameRotation Source code

var bool bTrailerSameRotation;
If PHYS_Trailer and true, have same rotation as owner.

bTravel Source code

var bool bTravel;
Actor is capable of travelling among servers.

bUpdateSimulatedPosition Source code

var bool bUpdateSimulatedPosition;
f true, update velocity/location after initialization for simulated proxies.

bWasSNFiltered Source code

var bool bWasSNFiltered;
Mainly for debugging - the way this actor was inserted into Octree.

bWorldGeometry Source code

var bool bWorldGeometry;
Collision and Physics treats this actor as world geometry.

CachedLocalToWorld Source code

var Matrix CachedLocalToWorld;

CachedLocation Source code

var const vector CachedLocation;

CachedRotation Source code

var const Rotator CachedRotation;

CollisionTag Source code

var const native int CollisionTag;

ColLocation Source code

var const vector ColLocation;
Actor's old location one move ago. Only for debugging.

ConglomerateID Source code

var Actor ConglomerateID;

Deleted Source code

var const actor Deleted;
Next actor in just-deleted chain.

HardRelMatrix Source code

var const Matrix HardRelMatrix;
Transform of actor in base's ref frame. Doesn't change after SetBase.

Instigator Source code

var Pawn Instigator;
Pawn responsible for damage caused by this actor.

Inventory Source code

var Inventory Inventory;
Inventory chain.

JoinedTag Source code

var const transient int JoinedTag;

KStepTag Source code

var const native int KStepTag;

LastRenderTime Source code

var transient float LastRenderTime;
Last time this actor was rendered.

LatentFloat Source code

var const float LatentFloat;
Internal latent function use.

Leaves Source code

var transient array<int> Leaves;
BSP leaves this actor is in.

Level Source code

var const LevelInfo Level;
Level this actor is on.

LightRenderData Source code

var const native LightRenderDataPtr LightRenderData;

MeshInstance Source code

var transient MeshInstance MeshInstance;
Mesh instance.

MessageClass Source code

var class<LocalMessage> MessageClass;

NetPriority Source code

var float NetPriority;
Higher priorities means update it more frequently.

NetTag Source code

var const transient int NetTag;

NetUpdateFrequency Source code

var float NetUpdateFrequency;
How many net updates per seconds.

NetUpdateTime Source code

var const float NetUpdateTime;
Time of last update

OctreeBox Source code

var const transient Box OctreeBox;
Actor bounding box cached when added to Octree. Internal use only.

OctreeBoxCenter Source code

var const transient vector OctreeBoxCenter;

OctreeBoxRadii Source code

var const transient vector OctreeBoxRadii;

OctreeNodes Source code

var const transient array<int> OctreeNodes;
Array of nodes of the octree Actor is currently in. Internal use only.

Owner Source code

var const Actor Owner;
Owner actor.

PendingTouch Source code

var Actor PendingTouch;
Actor touched during move which wants to add an effect after the movement completes.

PhysicsVolume Source code

var const PhysicsVolume PhysicsVolume;
physics volume this actor is currently in.

Projectors Source code

var const native array<ProjectorRenderInfoPtr> Projectors;
Projected textures on this actor.

Region Source code

var const PointRegion Region;
Region this actor is in.

RelativeLocation Source code

var const vector RelativeLocation;
Location relative to base/bone (valid if base exists).

RelativeRotation Source code

var const rotator RelativeRotation;
Rotation relative to base/bone (valid if base exists)

RemoteRole Source code

var ENetRole RemoteRole;

RenderRevision Source code

var const native int RenderRevision;

RepSkin Source code

var Material RepSkin;
Replicated skin (sets Skins[0] if not none)

Role Source code

var ENetRole Role;

SimAnim Source code

var transient AnimRep SimAnim;
Only replicated if bReplicateAnimations is true

StaticFilterState Source code

var const native EFilterState StaticFilterState;

StaticMeshInstance Source code

var StaticMeshInstance StaticMeshInstance;
Contains per-instance static mesh data, like static lighting data.

StaticMeshProjectors Source code

var const native array<StaticMeshProjectorRenderInfoPtr> StaticMeshProjectors;

StaticSectionBatches Source code

var const native array<BatchReference> StaticSectionBatches;

TimerCounter Source code

var const float TimerCounter;
Counts up until it reaches TimerRate.

TimerRate Source code

var float TimerRate;
Timer event, 0=no timer.

Touching Source code

var const array<Actor> Touching;
List of touching actors.

XLevel Source code

var transient const Level XLevel;
Level object.

Advanced

bCanBeBaseForPawns Source code

var(Advanced) bool bCanBeBaseForPawns;

bCanTeleport Source code

var(Advanced) bool bCanTeleport;
This actor can be teleported. This property must be True for Teleporters to notice the actor.

bCollideWhenPlacing Source code

var(Advanced) bool bCollideWhenPlacing;
The actor will collide with world geometry when placed.

bDirectional Source code

var(Advanced) bool bDirectional;
Whether the editor should display an arrow to show the actor's current rotation. This has no effect in the game.

bDontBatch Source code

var(Advanced) bool bDontBatch;

bEdShouldSnap Source code

var(Advanced) bool bEdShouldSnap;
Snap to grid in the editor.

bGameRelevant Source code

var(Advanced) bool bGameRelevant;
Mutators will not receive CheckReplacement and AlwaysKeep calls for the actor if this property is True.

bHidden Source code

var(Advanced) bool bHidden;
Specifies, whether the actor is invisible in the game. This property has no effect in the editor.

bHiddenEd Source code

var(Advanced) bool bHiddenEd;
The actor is hidden in the editor. This has no effect in the game.

bHiddenEdGroup Source code

var(Advanced) bool bHiddenEdGroup;
The actor is hidden in the Group Browser. This has no effect in the editor viewports or in the game.

bHighDetail Source code

var(Advanced) bool bHighDetail;
The actor only shows up in high or super high detail mode.

bLockLocation Source code

var(Advanced) bool bLockLocation;
Prevent the actor from being moved in the editor.

bMovable Source code

var(Advanced) bool bMovable;
Actor can be moved.

bNoDelete Source code

var(Advanced) const bool bNoDelete;
Specifies, that the actor can't be spawned or destroyed during the game.

bShouldBaseAtStartup Source code

var(Advanced) bool bShouldBaseAtStartup;
The actor tries to find another actor for its Base at level startup if its Physics property is set to either PHYS_None or PHYS_Rotating.

bShowUseReticle Source code

var(Advanced) bool bShowUseReticle;

bStasis Source code

var(Advanced) bool bStasis;
In standalone (i.e. single player, e.g. Instant Action) games this actor should be turned off if it's not in a recently rendered zone. It will only be turned off when its Physics mode is PHYS_None or PHYS_Rotating.

bSuperHighDetail Source code

var(Advanced) bool bSuperHighDetail;
The actor only shows up in super high detail mode.

bUsable Source code

var(Advanced) bool bUsable;

LifeSpan Source code

var(Advanced) float LifeSpan;
Specifies how long the actor will exist. This value is constantly decreased and the actor will be destroyed when it reaches 0. In this case the actor's Expired method is executed. An initial LifeSpan of 0 or explicitely setting the LifeSpan to 0 from UnrealScript disables the actor's "destruction timer". Setting it to a value greater 0 from UnrealScript enables it and the Actor will be destroyed after that time unless LifeSpan is set to 0 again before it expired.

NetDependents Source code

var(Advanced) array<Actor> NetDependents;

Collision

bAutoAlignToTerrain Source code

var(Collision) bool bAutoAlignToTerrain;
Auto-align to terrain in the editor.

bBlockActors Source code

var(Collision) bool bBlockActors;
Blocks other nonplayer actors.

bBlockKarma Source code

var(Collision) const bool bBlockKarma;
Block actors being simulated with Karma.

bBlockNonZeroExtentTraces Source code

var(Collision) bool bBlockNonZeroExtentTraces;
Block non-zero extent actors/traces.

bBlockPlayers Source code

var(Collision) bool bBlockPlayers;
OBSOLETE - no longer used

bBlockZeroExtentTraces Source code

var(Collision) bool bBlockZeroExtentTraces;
Block zero extent actors/traces.

bCanMantle Source code

var(Collision) bool bCanMantle;

bCollideActors Source code

var(Collision) const bool bCollideActors;
Collides with other actors.

bCollideWorld Source code

var(Collision) bool bCollideWorld;
Collides with the world.

bPathColliding Source code

var(Collision) bool bPathColliding;
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 Source code

var(Collision) bool bProjTarget;
Projectiles should potentially target this actor.

bUseCylinderCollision Source code

var(Collision) bool bUseCylinderCollision;
Force axis aligned cylinder collision (useful for static mesh pickups, etc.).

CollisionHeight Source code

var(Collision) const float CollisionHeight;
Half-height cyllinder.

CollisionRadius Source code

var(Collision) const float CollisionRadius;
Radius of collision cyllinder.

Display

AlternateSkins Source code

var(Display) array<Material> AlternateSkins;

AmbientGlow Source code

var(Display) byte AmbientGlow;
Ambient brightness, or 255=pulsing.

AntiPortal Source code

var(Display) ConvexVolume AntiPortal;
Convex volume used for DT_AntiPortal.

bAcceptsProjectors Source code

var(Display) bool bAcceptsProjectors;
Projectors can project onto this actor.

bDisableSorting Source code

var(Display) bool bDisableSorting;
Manual override for translucent material sorting.

bShadowCast Source code

var(Display) bool bShadowCast;
Casts static shadows.

bStaticLighting Source code

var(Display) bool bStaticLighting;
Uses raytraced lighting.

bUnlit Source code

var(Display) bool bUnlit;
Lights don't affect actor.

bUseDynamicLights Source code

var(Display) bool bUseDynamicLights;

bUseLightingFromBase Source code

var(Display) bool bUseLightingFromBase;
Use Unlit/AmbientGlow from Base.

CullDistance Source code

var(Display) float CullDistance;
0=no distance cull, < 0 only drawn at distance > 0 cull at distance.

DrawScale Source code

var(Display) const float DrawScale;
Scaling factor, 1.0=normal size.

DrawScale3D Source code

var(Display) const vector DrawScale3D;
Scaling vector, (1.0,1.0,1.0)=normal size.

DrawType Source code

var(Display) EDrawType DrawType;

ForcedVisibilityZoneTag Source code

var(Display) const name ForcedVisibilityZoneTag;
Makes the visibility code treat the actor as if it was in the zone with the given tag.

LODBias Source code

var(Display) float LODBias;

MaxLights Source code

var(Display) byte MaxLights;
Limit to hardware lights active on this primitive.

Mesh Source code

var(Display) Mesh Mesh;
Mesh if DrawType=DT_Mesh.

PrePivot Source code

var(Display) vector PrePivot;
Offset from box center for drawing.

RepSkinIndex Source code

var(Display) int RepSkinIndex;

ScaleGlow Source code

var(Display) float ScaleGlow;

Skins Source code

var(Display) array<Material> Skins;
Multiple skin support - not replicated.

SpecialDisplayFlags Source code

var(Display) int SpecialDisplayFlags;

StaticMesh Source code

var(Display) const StaticMesh StaticMesh;
StaticMesh if DrawType=DT_StaticMesh

Style Source code

var(Display) ERenderStyle Style;
Style for rendering sprites, meshes.

Texture Source code

var(Display) Material Texture;
Sprite texture. If DrawType=DT_Sprite

Events

Event Source code

var(Events) name Event;
The event this actor causes.

Tag Source code

var(Events) name Tag;
Actor's tag name.

Force

ForceRadius Source code

var(Force) float ForceRadius;

ForceScale Source code

var(Force) float ForceScale;

ForceType Source code

var(Force) EForceType ForceType;

Karma

KParams Source code

var(Karma) export editinline KarmaParamsCollision KParams;
Parameters for Karma Collision/Dynamics.

LightColor

LightBrightness Source code

var(LightColor) float LightBrightness;

LightHue Source code

var(LightColor) byte LightHue;

LightSaturation Source code

var(LightColor) byte LightSaturation;

Lighting

bActorShadows Source code

var(Lighting) bool bActorShadows;
Light casts actor shadows.

bCorona Source code

var(Lighting) bool bCorona;
Light uses Skin as a corona.

bDynamicLight Source code

var(Lighting) bool bDynamicLight;
This light is dynamic.

bLightingVisibility Source code

var(Lighting) bool bLightingVisibility;
Calculate lighting visibility for this actor with line checks.

bSpecialLit Source code

var(Lighting) bool bSpecialLit;
Only affects special-lit surfaces.

LightCone Source code

var(Lighting) byte LightCone;

LightEffect Source code

var(Lighting) ELightEffect LightEffect;

LightPeriod Source code

var(Lighting) byte LightPeriod;

LightPhase Source code

var(Lighting) byte LightPhase;

LightRadius Source code

var(Lighting) float LightRadius;

LightType Source code

var(Lighting) ELightType LightType;

Movement

AttachTag Source code

var(Movement) name AttachTag;

bBounce Source code

var(Movement) bool bBounce;
Bounces when hits ground fast.

bFixedRotationDir Source code

var(Movement) bool bFixedRotationDir;
Fixed direction of rotation.

bHardAttach Source code

var(Movement) bool bHardAttach;
Uses 'hard' attachment code. bBlockActor and bBlockPlayer must also be false.
This actor cannot then move relative to base (setlocation etc.).
Dont set while currently based on something!

bIgnoreEncroachers Source code

var(Movement) bool bIgnoreEncroachers;
Ignore collisions between movers and this actor.

bRotateToDesired Source code

var(Movement) bool bRotateToDesired;
Rotate to DesiredRotation.

Buoyancy Source code

var(Movement) float Buoyancy;
Water buoyancy.

DesiredRotation Source code

var(Movement) rotator DesiredRotation;
Physics will smoothly rotate actor to this rotation if bRotateToDesired.

Location Source code

var(Movement) const vector Location;
Actor's location; use Move to set.

Mass Source code

var(Movement) float Mass;
Mass of this actor.

Physics Source code

var(Movement) EPhysics Physics;

Rotation Source code

var(Movement) const rotator Rotation;

RotationRate Source code

var(Movement) rotator RotationRate;
Change in rotation per second.

Velocity Source code

var(Movement) vector Velocity;

Object

Group Source code

var(Object) name Group;

InitialState Source code

var(Object) name InitialState;

Sound

AmbientSound Source code

var(Sound) sound AmbientSound;
Ambient sound effect.

bFullVolume Source code

var(Sound) bool bFullVolume;
Whether to apply ambient attenuation.

SoundOcclusion Source code

var(Sound) ESoundOcclusion SoundOcclusion;
Sound occlusion approach.

SoundPitch Source code

var(Sound) byte SoundPitch;
Sound pitch shift, 64.0=none.

SoundRadius Source code

var(Sound) float SoundRadius;
Radius of ambient sound.

SoundVolume Source code

var(Sound) byte SoundVolume;
Volume of ambient sound.

TransientSoundRadius Source code

var(Sound) float TransientSoundRadius;
Default sound radius for regular sounds (can be overridden in playsound).

TransientSoundVolume Source code

var(Sound) float TransientSoundVolume;
Default sound volume for regular sounds (can be overridden in playsound).


Enumerations Detail

EDetailMode Source code

enum EDetailMode
{
DM_Low, DM_High, DM_SuperHigh
};

EDoubleClickDir Source code

enum EDoubleClickDir
{
DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done
};
Double click move direction.
Used to remember the dodging state of a player. This will be reset to DCLICK_None when the player lands.
DCLICK_None
No dodging move started.
DCLICK_Active
In dodging move.
DCLICK_Done
Dodging move done.

EDrawType Source code

enum EDrawType
{
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_StaticMesh, DT_AntiPortal, DT_FluidSurface, DT_Custom,
};
The DrawType enumneration sets how the actor displays. Some of these options work with another property to set what is displayed.
DT_None
The actor isn't displayed at all. bHidden instead in most cases because it will allow the actor to still show up in UnrealEd.
DT_Sprite
Display a sprite with the material set in the Texture property.
DT_Mesh
Display the mesh set in the Mesh property.
DT_Brush
Only for Brush classes.
DT_RopeSprite
DT_VerticalSprite
DT_Terraform
DT_SpriteAnimOnce
Like DT_Sprite, but plays an animated texture's animation at a speed that plays the animation exactly once during the LifeSpan of the actor.
DT_StaticMesh
Display the static mesh set in the StaticMesh property.
DT_DrawType
DT_Particle
Used by particle effect actors (Emitter, xEmitter, xWeatherEffect) and xProcMeshes.
DT_AntiPortal
Used for Antiportals.
DT_FluidSurface
Used by FluidSurfaceInfos. See Fluid Surfaces.

EFilterState Source code

enum EFilterState
{
FS_Maybe, FS_Yes, FS_No
};

EForceType Source code

enum EForceType
{
FT_None, FT_DragAlong,
};
FT_None
This actor of doesn't apply any force to emitter particles.
FT_DragAlong
This actor drags emitter particles with it.
FT_Constant
This actor applies a constant force to emitter particles.

eKillZType Source code

enum eKillZType
{
KILLZ_None, KILLZ_Lava, KILLZ_Suicide, KILLZ_Shrinkage
};

ELightEffect Source code

enum ELightEffect
{
LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Sunlight, LE_QuadraticNonIncidence
};
Spatial light effect to use.

ELightType Source code

enum ELightType
{
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_FadeOut
};
Light modulation.

EMusicTransition Source code

enum EMusicTransition
{
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
};
Music transitions.

ENetRole Source code

enum ENetRole
{
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
};
Net variables.
ROLE_None
This means that none of the actor's attributes will not be replicated at all. Examples for this kind of actors are the GameInfo, Mutators and GameRules as well as some explosion effects and decals in UT. Note that Actor's with this role can still be instantiated on network game clients if spawned from the right function. For example if an Actor with ROLE_None is instantiated from a simulated event PostBeginPlay() function it will be created on both the server and the client as this function is invoked on both. However the server-side Actor and the client-side Actor are two completely independant entities. This means that destroying the actor on the server will not destroy the actor on the client (and vice-versa).
ROLE_DumbProxy
The actor is replicated, but can't execute any functions on the remote side. It will update when variables are replicated to it but will not attempt to interpolate.
ROLE_SimulatedProxy
The actor is replicated and may execute simulated functions and simulated state code on the remote side. Often this kind of actor simulates its behavior based on initially replicated properties without (much) further "help" from the server.
ROLE_AutonomousProxy
Autonomous proxies come with some more magic built-in. They are basically simulated proxies, but may execute simulated and non-simulated functions on the client owning/controlling this actor (only on that client!). In UT only PlayerPawns are autonomous proxies, in UT2003 only PlayerControllers are. Every other client sees them as a regular simulated proxy. Player-controlled actors, such as the guided redeemer missile (GuidedWarshell in UT or RedeemerWarhead in UT2003) are autonomous proxies on the controlling player's client, too.
ROLE_Authority
All functions can be executed. This role is only allowed on the machine the actor was spawned on. All actors on the server or in standalone games have Role== ROLE_Authority. Never manually set the RemoteRole on the authorative version of an actor or the Role on a replicated version of the actor to this value.

EPhysics Source code

enum EPhysics
{
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer, PHYS_Ladder, PHYS_RootMotion, PHYS_Karma, PHYS_KarmaRagDoll
};
Actor's PhysicsType is set in the Physics property. Use the SetPhysics() method to change.
PHYS_CinMotion
(new in UT2003)
PHYS_Falling
Automatically applies the gravity of the current zone. Pawn-set acceleration in the Z direction is ignored.
PHYS_Flying
The Pawn or Actor can move independantly from gravity. Velocity on the Z axis is ignored.
PHYS_Hovering
This is is a fun Physics type. When you an actors physics to PHYS_Hovering, it, er, hovers a few UU off the ground. If you do this to an xPawn, for example, it will act kind of like a hovercraft. Friction is reduced (so you slide around, and slide down ramps), and if you go at speed up an incline you can do some massive jumps.
PHYS_Interpolating
Used in conjunction with bInterpolating in Actor. Seems to also use the PhysRate and PhysAlpha parameters. Seems to be a leftover from the pre-Matinee days.
PHYS_Karma
Signals an Actor is to be effected by the Karma engine.
PHYS_KarmaRagDoll
This is used for dead pawns.
PHYS_Ladder
Applies to an Actor when they are climbing a ladder.
PHYS_MovingBrush
Used for Movers
PHYS_None
No native physics code is applied.
PHYS_Projectile
Uses velocities on all 3 axes but DOES NOT use the current Zone's ZoneGravity and ZoneFluidFriction members to adjust velocity. This means that actors with a velocity are not affected by gravity or friction. Actors with this physics setting do not have any freedom of movement.
PHYS_Rolling
(removed in UT2003)
PHYS_RootMotion
(new in UT2003)
PHYS_Rotating
Only rotation changes. Location doesn't change. If bRotateToDesired is false, then the Actor rotates according to RotationRate. If bRotateToDesired is true, then the Actor rotates to the rotation specified by DesiredRotation at the speed specified by RotationRate.
PHYS_Spider
Similar to PHYS_Walking except it applies to an Actor against any surface, not just a "ground" surface. An Actor in PHYS_Spider will move against a horizontal or vertical surface just like in PHYS_Walking. When the end of the surface is reached the Pawn will be set to PHYS_Falling. PHYS_Spider only works on one plane, it will not allow a Pawn to move across perpendicular walls.
PHYS_Swimming
Similar to PHYS_Flying, but also take the zone's FluidFriction into account.
PHYS_Trailer
Used to set an Actor to follow its Owner. An Actor set this way has no physics of its own, (*including collision) and simply follow their Owner around. NOTE: There are two settings in the Actor class which can specify the actions of a PHYS_Trailer. First is bTrailerPrePivot, which, when set to True, causes the Actor in PHYS_Trailer to be positioned away from its Owner by the vector value set in PrePivot. If not set or left at 0, the Actor in PHYS_Trailer will have the same location as its Owner. Secondly, there is bTrailerSameRotation, which causes the Actor in PHYS_Trailer to have the same Rotation as its Owner no matter where it is.
PHYS_Walking
Native physics code for Pawn class only. Applies all the things that make a pawn move around on the ground. Must have a Base set, without a Base to walk on, this turns to PHYS_Falling.

ERenderStyle Source code

enum ERenderStyle
{
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive,
};
Style for rendering sprites, meshes.

ESoundOcclusion Source code

enum ESoundOcclusion
{
OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
};
Sound occlusion

ESoundSlot Source code

enum ESoundSlot
{
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,
};

ETravelType Source code

enum ETravelType
{
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
};
Travelling from server to server.
TRAVEL_Absolute
Absolute URL.
TRAVEL_Partial
Partial (carry name, reset server).
TRAVEL_Relative
Relative URL.


Structures Detail

ActorRenderDataPtr Source code

struct ActorRenderDataPtr
{
var int Ptr;
};


AnimRep Source code

struct AnimRep
{
var byte AnimFrame;
var byte AnimRate;
var name AnimSequence;
var bool bAnimLoop;
var byte TweenRate;
};
Animation replication (can be used to replicate channel 0 anims for dumb proxies)
AnimRate:
note that with compression, max replicated animrate is 4.0
TweenRate:
note that with compression, max replicated tweentime is 4 seconds

BatchReference Source code

struct BatchReference
{
var int BatchIndex;
var int ElementIndex;
};


Face Source code

struct Face
{
var array<vector> Points;
};


KRBVec Source code

struct KRBVec
{
var float X;
var float Y;
var float Z;
};


KRigidBodyState Source code

struct KRigidBodyState
{
var KRBVec AngVel;
var KRBVec LinVel;
var KRBVec Position;
var Quat Quaternion;
};


LightRenderDataPtr Source code

struct LightRenderDataPtr
{
var int Ptr;
};


PointRegion Source code

struct PointRegion
{
var int iLeaf;
var zoneinfo Zone;
var byte ZoneNumber;
};
Identifies a unique convex volume in the world.
iLeaf:
Bsp leaf.
Zone:
Zone
ZoneNumber:
Zone Number.

ProjectorRenderInfoPtr Source code

struct ProjectorRenderInfoPtr
{
var int Ptr;
};
Hack to to fool C++ header generation...

StaticMeshProjectorRenderInfoPtr Source code

struct StaticMeshProjectorRenderInfoPtr
{
var int Ptr;
};



Functions Detail

* Source code

native(550) static final operator color * ( float A, color B )

* Source code

native(552) static final operator color * ( color A, float B )

+ Source code

native(551) static final operator color + ( color A, color B )

- Source code

native(549) static final operator color - ( color A, color B )

AddActor Source code

native static final function AddActor ( Actor A, optional Color C )

AddActorAt Source code

static final function AddActorAt ( Actor A, vector TargetLocation, optional Color C )

AddArrow Source code

native static final function AddArrow ( vector Start, vector End, optional Color C )

AddBox Source code

native static final function AddBox ( vector Location, vector Extent, optional Color C )

AddCylinder Source code

native static final function AddCylinder ( vector Location, float Radius, float Height, optional Color C )

AddLine Source code

native static final function AddLine ( vector Start, vector End, optional Color C )

AllActors Source code

native(304) final iterator function AllActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag )
Avoid using AllActors() too often as it iterates through the whole actor list and is therefore slow.

AnimBlendParams Source code

native final function AnimBlendParams ( int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose )

AnimBlendToAlpha Source code

native final function AnimBlendToAlpha ( int Stage, float TargetAlpha, float TimeInterval )

AnimEnd Source code

event AnimEnd ( int Channel )
Notification that the current animation has ended. Allows an object to wait for animation completion before proceeding with other activities.

AnimIsInGroup Source code

native final function bool AnimIsInGroup ( int Channel, name GroupName )

Attach Source code

event Attach ( Actor Other )

AttachToBone Source code

native final function bool AttachToBone ( actor Attachment, name BoneName )

AutonomousPhysics Source code

native(3971) final function AutonomousPhysics ( float DeltaSeconds )

BaseChange Source code

event BaseChange ( )

BasedActors Source code

native(306) final iterator function BasedActors ( class<actor> BaseClass, out actor Actor )
Returns all actors based on the current actor (slow, like AllActors)

BecomeViewTarget Source code

function BecomeViewTarget ( )
Called by PlayerController when this actor becomes its ViewTarget.

BeginEvent Source code

event BeginEvent ( )

BeginPlay Source code

event BeginPlay ( )

BM Source code

simulated final function BM ( coerce string Msg )

BoneRefresh Source code

native final function BoneRefresh ( )

bool Source code

function interface bool ( ( Controller User )

BroadcastLocalizedMessage Source code

event BroadcastLocalizedMessage ( class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
Broadcast a localized message to all players.
Most message deal with 0 to 2 related PRIs.
The LocalMessage class defines how the PRI's and optional actor are used.

Bump Source code

event Bump ( Actor Other )

CanHit Source code

function bool CanHit ( Controller AttackingController )

CanSplash Source code

function bool CanSplash ( )

ChildActors Source code

native(305) final iterator function ChildActors ( class<actor> BaseClass, out actor Actor )
ChildActors() returns all actors owned by this actor. Slow like AllActors()

Clock Source code

native final function Clock ( out float time )
This is called at the beginning of a section of code to be timed. The variable time does not need to be initialized.

CollidingActors Source code

native(344) final iterator function CollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )
CollidingActors() returns colliding (bCollideActors==true) actors within a certain radius. Much faster than AllActors() for reasonably small radii since it uses the collision hash

ColorBlack Source code

static final function Color ColorBlack ( )

ColorBlue Source code

static final function Color ColorBlue ( )

ColorBrown Source code

static final function Color ColorBrown ( )

ColorCyan Source code

static final function Color ColorCyan ( )

ColorDkblue Source code

static final function Color ColorDkblue ( )

ColorDkcyan Source code

static final function Color ColorDkcyan ( )

ColorDkgreen Source code

static final function Color ColorDkgreen ( )

ColorDkgrey Source code

static final function Color ColorDkgrey ( )

ColorDkmagenta Source code

static final function Color ColorDkmagenta ( )

ColorDkred Source code

static final function Color ColorDkred ( )

ColorDkyellow Source code

static final function Color ColorDkyellow ( )

ColorGreen Source code

static final function Color ColorGreen ( )

ColorGrey Source code

static final function Color ColorGrey ( )

ColorLtgrey Source code

static final function Color ColorLtgrey ( )

ColorMagenta Source code

static final function Color ColorMagenta ( )

ColorOrange Source code

static final function Color ColorOrange ( )

ColorPink Source code

static final function Color ColorPink ( )

ColorRed Source code

static final function Color ColorRed ( )

ColorWhite Source code

static final function Color ColorWhite ( )

ColorYellow Source code

static final function Color ColorYellow ( )

ConsoleCommand Source code

native function string ConsoleCommand ( string Command )
Execute a console command in the context of the current level and game engine.

ConvertRelativeLocation Source code

native final function Vector ConvertRelativeLocation ( vector NewLocation )

DebugClock Source code

native final function DebugClock ( )

DebugUnclock Source code

native final function DebugUnclock ( )

DemoPlaySound Source code

native simulated event DemoPlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )

Destroy Source code

native(279) final function bool Destroy ( )
Destroy this actor. Returns true if destroyed, false if indestructable.
Destruction is latent. It occurs at the end of the tick.

Destroyed Source code

event Destroyed ( )

Detach Source code

event Detach ( Actor Other )

DetachFromBone Source code

native final function bool DetachFromBone ( actor Attachment )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos )
List important actor variable on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used.

DM Source code

simulated final function DM ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag )

DMN Source code

simulated final function DMN ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag )

DMT Source code

simulated final function DMT ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag )

DMTN Source code

simulated final function DMTN ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag )

DMTNS Source code

simulated final function DMTNS ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag )

DrawDebugLine Source code

native final function DrawDebugLine ( vector LineStart, vector LineEnd, byte R, byte G, byte B )
SLOW! Use for debugging only!

DrawFace Source code

static final function DrawFace ( Face F, Color Clr )

DrawFaces Source code

static final function DrawFaces ( array<Face> Faces, Color Clr )

DynamicActors Source code

native(313) final iterator function DynamicActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag )
DynamicActors() only iterates through the non-static actors on the list (still relatively slow, bu much better than AllActors). This should be used in most cases and replaces AllActors in most of Epic's game code.

EffectIsRelevant Source code

simulated function bool EffectIsRelevant ( vector SpawnLocation, bool bForceDedicated )

EnableChannelNotify Source code

native final function EnableChannelNotify ( int Channel, int Switch )

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( actor Other )

EndedRotation Source code

event EndedRotation ( )
Called when rotation completes

EndEvent Source code

event EndEvent ( )

Error Source code

native(233) final function Error ( coerce string S )
Handle an error and kill this one actor.

Falling Source code

event Falling ( )

FastTrace Source code

native(548) final function bool FastTrace ( vector TraceEnd, optional vector TraceStart )
Similar to trace, this one returns true if it hits the world geometry, false if it is not long enough. It will pass right through anything that is not set as world geometry.

FellOutOfWorld Source code

simulated event FellOutOfWorld ( eKillZType KillType )
Sets physics to none and destroys the actor.

FinishAnim Source code

native(261) final latent function FinishAnim ( optional int Channel )

FinishedInterpolation Source code

event FinishedInterpolation ( )
The implementation in actor only sets bInterpolating to false.

FinishInterpolation Source code

native(301) final latent function FinishInterpolation ( )

float Source code

function interface float ( ( Controller User )

ForceFeedbackSupported Source code

native(568) final function bool ForceFeedbackSupported ( optional bool Enable )

FreezeAnimAt Source code

native final function FreezeAnimAt ( float Time, optional int Channel )

GainedChild Source code

event GainedChild ( Actor Other )

GetAnimParams Source code

native final function GetAnimParams ( int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate )

GetBoneCoords Source code

native final function coords GetBoneCoords ( name BoneName )

GetBoneRotation Source code

native final function rotator GetBoneRotation ( name BoneName, optional int Space )

GetCacheEntry Source code

native final function bool GetCacheEntry ( int Num, out string GUID, out string Filename )

GetClient Source code

native final function Client GetClient ( )

GetCollisionBoundingBox Source code

native final function box GetCollisionBoundingBox ( )

GetCollisionExtent Source code

function vector GetCollisionExtent ( )

GetCommandLine Source code

function string GetCommandLine ( )

GetConsumerClassIndex Source code

function int GetConsumerClassIndex ( )

GetDebugName Source code

function String GetDebugName ( )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( )
Returns the human readable string representation of an object.

GetItemName Source code

function String GetItemName ( string FullName )

GetKillerController Source code

function Controller GetKillerController ( )

GetLocalString Source code

static function string GetLocalString ( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 )
Get localized message string associated with this actor.

GetMapName Source code

native(539) final function string GetMapName ( string NameEnding, string MapName, int Dir )

GetMeshName Source code

native final function string GetMeshName ( )

GetNextInt Source code

native final function string GetNextInt ( string ClassName, int Num )

GetNextIntDesc Source code

native final function GetNextIntDesc ( string ClassName, int Num, out string Entry, out string Description )

GetNextSkin Source code

native(545) final function GetNextSkin ( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc )

GetNotifyChannel Source code

native final function int GetNotifyChannel ( )

GetRenderBoundingSphere Source code

native final function plane GetRenderBoundingSphere ( )

GetRootLocation Source code

native final function vector GetRootLocation ( )

GetRootLocationDelta Source code

native final function vector GetRootLocationDelta ( )

GetRootRotation Source code

native final function rotator GetRootRotation ( )

GetRootRotationDelta Source code

native final function rotator GetRootRotationDelta ( )

GetSoundDuration Source code

native final function float GetSoundDuration ( sound Sound )
Get a sound duration.

GetTeam Source code

simulated function int GetTeam ( )

GetURLMap Source code

native(547) final function string GetURLMap ( )

HasAnim Source code

native(263) final function bool HasAnim ( name Sequence )

HitWall Source code

event HitWall ( vector HitNormal, actor HitWall )

HurtRadius Source code

simulated final function HurtRadius ( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional bool bNoFalloff )
Hurt locally authoritative actors within the radius.

IgnoreEncroachingMovement Source code

event bool IgnoreEncroachingMovement ( actor Other )

int Source code

function interface int ( ( Controller User )

int Source code

function interface int ( ( )

IsAnimating Source code

native(282) final function bool IsAnimating ( optional int Channel )

IsInPain Source code

function bool IsInPain ( )

IsInVolume Source code

function bool IsInVolume ( Volume aVolume )

IsRealPlayer Source code

function bool IsRealPlayer ( )

IsTweening Source code

native final function bool IsTweening ( int Channel )

KAddBoneLifter Source code

native final function KAddBoneLifter ( name BoneName, InterpCurve LiftVel, float LateralFriction, InterpCurve Softness )
Note you MUST turn collision off (KSetBlockKarma) before using bone lifters.

KAddImpulse Source code

native final function KAddImpulse ( vector Impulse, vector Position, optional name BoneName )
A position of (0,0,0) applies impulse at COM (ie no angular component).

KApplyForce Source code

event KApplyForce ( out vector Force, out vector Torque )
Event called just before sim to allow user to
NOTE: you should ONLY put numbers into Force and Torque during this event!!!!

KDisableCollision Source code

native final function KDisableCollision ( actor Other )

KDrawRigidBodyState Source code

native final function KDrawRigidBodyState ( KRigidBodyState RBState, bool AltColour )
SLOW! Use for debugging only!

KEnableCollision Source code

native final function KEnableCollision ( actor Other )

KFreezeRagdoll Source code

native final function KFreezeRagdoll ( )

KGetActorGravScale Source code

native final function float KGetActorGravScale ( )

KGetCOMOffset Source code

native final function KGetCOMOffset ( out vector offset )

KGetCOMPosition Source code

native final function KGetCOMPosition ( out vector pos )
Get actual position of actors COM in world space

KGetDampingProps Source code

native final function KGetDampingProps ( out float lindamp, out float angdamp )

KGetFriction Source code

native final function float KGetFriction ( )

KGetImpactThreshold Source code

native final function float KGetImpactThreshold ( )

KGetInertiaTensor Source code

native final function KGetInertiaTensor ( out vector it1, out vector it2 )

KGetMass Source code

native final function float KGetMass ( )

KGetRBQuaternion Source code

native final function quat KGetRBQuaternion ( )

KGetRestitution Source code

native final function float KGetRestitution ( )

KGetRigidBodyState Source code

native final function KGetRigidBodyState ( out KRigidBodyState RBstate )

KGetSkelMass Source code

native final function float KGetSkelMass ( )

KilledBy Source code

event KilledBy ( pawn EventInstigator )

KImpact Source code

event KImpact ( actor other, vector pos, vector impactVel, vector impactNorm )
Event called when Karmic actor hits with impact velocity over KImpactThreshold.

KIsAwake Source code

native final function bool KIsAwake ( )

KIsRagdollAvailable Source code

native final function bool KIsRagdollAvailable ( )

KMakeRagdollAvailable Source code

native final function KMakeRagdollAvailable ( )

KRBVecFromVector Source code

native final function KRBVec KRBVecFromVector ( vector v )

KRBVecToVector Source code

native final function vector KRBVecToVector ( KRBVec RBvec )

KRemoveAllBoneLifters Source code

native final function KRemoveAllBoneLifters ( )
Used for only allowing a fixed maximum number of ragdolls in action.

KRemoveLifterFromBone Source code

native final function KRemoveLifterFromBone ( name BoneName )

KSetActorGravScale Source code

native final function KSetActorGravScale ( float ActorGravScale )

KSetBlockKarma Source code

native final function KSetBlockKarma ( bool newBlock )

KSetCOMOffset Source code

native final function KSetCOMOffset ( vector offset )

KSetDampingProps Source code

native final function KSetDampingProps ( float lindamp, float angdamp )

KSetFriction Source code

native final function KSetFriction ( float Friction )

KSetImpactThreshold Source code

native final function KSetImpactThreshold ( float thresh )

KSetInertiaTensor Source code

native final function KSetInertiaTensor ( vector it1, vector it2 )

KSetMass Source code

native final function KSetMass ( float mass )

KSetRestitution Source code

native final function KSetRestitution ( float rest )

KSetSkelVel Source code

native final function KSetSkelVel ( vector Velocity, optional vector AngVelocity, optional bool AddToCurrent )

KSetStayUpright Source code

native final function KSetStayUpright ( bool stayUpright, bool allowRotate )

KSetStayUprightParams Source code

native final function KSetStayUprightParams ( float Stiffness, float Damping )

KSkelConvulse Source code

event KSkelConvulse ( )
Event called when a ragdoll convulses (see KarmaParamsSkel)

KSleep Source code

native final function KSleep ( )

KUpdateState Source code

event bool KUpdateState ( out KRigidBodyState newState )
This is called from inside C++ physKarma at the appropriate time to update state of Karma rigid body.
If you return true, newState will be set into the rigid body. Return false and it will do nothing.

KVelDropBelow Source code

event KVelDropBelow ( )
Event called when karma actor's velocity drops below KVelDropBelowThreshold

KWake Source code

native final function KWake ( )

Landed Source code

event Landed ( vector HitNormal )

LaunchPawn Source code

function LaunchPawn ( Pawn Other )

LaunchPawnDamage Source code

function LaunchPawnDamage ( Pawn Other )

LinkMesh Source code

simulated native final function LinkMesh ( mesh NewMesh, optional bool bKeepAnim )

LinkSkelAnim Source code

simulated native final function LinkSkelAnim ( MeshAnimation Anim, optional mesh NewMesh )

LockRootMotion Source code

native final function LockRootMotion ( int Lock )

LoopAnim Source code

native(260) final function bool LoopAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )

LostChild Source code

event LostChild ( Actor Other )
Called when another actor with this actor as its owner is destroyed.

MakeColor Source code

static final function Color MakeColor ( byte R, byte G, byte B, optional byte A )

MakeNoise Source code

native(512) final function MakeNoise ( float Loudness )
Inform other creatures that you've made a noise they might hear (they are sent a HearNoise message). Senders of MakeNoise should have an instigator if they are not pawns.

MatchStarting Source code

function MatchStarting ( )
Called when gameplay actually starts.

Move Source code

native(266) final function bool Move ( vector Delta, optional bool bTest )

MoveCacheEntry Source code

native final function bool MoveCacheEntry ( string GUID, optional string NewFilename )

MoveSmooth Source code

native(3969) final function bool MoveSmooth ( vector Delta )

NearSpot Source code

simulated final function bool NearSpot ( vector Spot )
NearSpot() returns true is spot is within collision cylinder.

NotifyTeamEnergyStatus Source code

function NotifyTeamEnergyStatus ( bool bEnabled )

OnlyAffectPawns Source code

native final function OnlyAffectPawns ( bool B )

OnUnuse Source code

function OnUnuse ( Actor Other )

OnUse Source code

function OnUse ( Actor Other )

PauseAudio Source code

native function PauseAudio ( optional bool bPauseMusic )

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume NewVolume )

PlayAnim Source code

native(259) final function bool PlayAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )

PlayerCanSeeMe Source code

native(532) final function bool PlayerCanSeeMe ( )
PlayerCanSeeMe returns true if any player (server) or the local player (standalone or client) has a line of sight to actor's location.

PlayFeedbackEffect Source code

native(566) final function PlayFeedbackEffect ( String EffectName )

PlayMusic Source code

native final function int PlayMusic ( string Song, float FadeInTime )
Only used for level music - will be stopped when level changes
Song parameter should not include extension (assumes .ogg)

PlayOwnedSound Source code

native simulated final function PlayOwnedSound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )
Play a sound effect, but don't propagate to a remote owner (he is playing the sound clientside)

PlaySound Source code

native(264) final function PlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )
Play a sound effect.

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound )

PostBeginPlay Source code

event PostBeginPlay ( )
Called immediately after gameplay begins.

PostNetBeginPlay Source code

event PostNetBeginPlay ( )
Called after PostBeginPlay. On a net client, PostNetBeginPlay() is spawned after replicated variables have been initialized to their replicated values

PostNetReceive Source code

event PostNetReceive ( )
If bNetNotify is True, this event is called when the actor receives an update to any variable through replication.

PostTeleport Source code

event PostTeleport ( Teleporter OutTeleporter )

PostTouch Source code

event PostTouch ( Actor Other )
Called for PendingTouch actor after physics completes

PreBeginPlay Source code

event PreBeginPlay ( )
Called immediately before gameplay begins.

PreTeleport Source code

event bool PreTeleport ( Teleporter InTeleporter )

RadarAddActor Source code

native function RadarAddActor ( )

RadarRemoveActor Source code

native function RadarRemoveActor ( )

RadiusActors Source code

native(310) final iterator function RadiusActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )
RadiusActors() returns all actors within a give radius. Slow like AllActors(). Use CollidingActors() or VisibleCollidingActors() instead if desired actor types are visible (not bHidden) and in the collision hash (bCollideActors is true)

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas )
Called by player's hud to request drawing of actor specific overlays onto canvas

RenderTexture Source code

event RenderTexture ( ScriptedTexture Tex )

ReplaceText Source code

final function ReplaceText ( out string Text, string Replace, string With )

Reset Source code

function Reset ( )
Reset actor to initial state - used when restarting level without reloading.

SetAnimFrame Source code

native final function SetAnimFrame ( float Time, optional int Channel, optional int UnitFlag )

SetBase Source code

native(298) final function SetBase ( actor NewBase, optional vector NewFloor )

SetBoneDirection Source code

native final function SetBoneDirection ( name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space )

SetBoneLocation Source code

native final function SetBoneLocation ( name BoneName, optional vector BoneTrans, optional float Alpha )

SetBoneRotation Source code

native final function SetBoneRotation ( name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha )

SetBoneScale Source code

native final function SetBoneScale ( int Slot, optional float BoneScale, optional name BoneName )

SetClassStatic Source code

native final function SetClassStatic ( class<Actor> TargetClass, bool bVal )

SetCollision Source code

native(262) final function SetCollision ( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers )

SetCollisionSize Source code

native(283) final function bool SetCollisionSize ( float NewRadius, float NewHeight )

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( )

SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, Material NewTexture, bool bLighting )
Set the display properties of an actor. By setting them through this function, it allows the actor to modify other components (such as a Pawn's weapon) or to adjust the result based on other factors (such as a Pawn's other inventory wanting to affect the result)

SetDrawScale Source code

native final function SetDrawScale ( float NewScale )

SetDrawScale3D Source code

native final function SetDrawScale3D ( vector NewScale3D )

SetDrawType Source code

native final function SetDrawType ( EDrawType NewDrawType )

SetGRI Source code

function SetGRI ( GameReplicationInfo GRI )

SetInitialState Source code

simulated event SetInitialState ( )
Called after PostBeginPlay.

SetKillerController Source code

function SetKillerController ( Controller C )

SetLocation Source code

native(267) final function bool SetLocation ( vector NewLocation )
This function sets the location of the actor it is called on. It will not work on actors with PHYS_Karma or PHYS_KarmaRagdoll. If the actor cannot occupy the new location because it is colliding with an actor that can block it, it will be placed at the nearest valid location. Note that because Terrain has no "volume" and is just a bent up sheet, the actor may not be moved in this manner when it penetrates terrain.

SetNetDirty Source code

native final function SetNetDirty ( bool bVal )

SetOwner Source code

native(272) final function SetOwner ( actor NewOwner )

SetPhysics Source code

native(3970) final function SetPhysics ( EPhysics newPhysics )

SetRelativeLocation Source code

native final function bool SetRelativeLocation ( vector NewLocation )

SetRelativeRotation Source code

native final function bool SetRelativeRotation ( rotator NewRotation )
Sets the rotation relative to the actor's base.

SetRotation Source code

native(299) final function bool SetRotation ( rotator NewRotation )
This function sets the rotation of the actor it is called on. It will not work on actors with PHYS_Karma or PHYS_KarmaRagdoll.

SetStaticMesh Source code

native final function SetStaticMesh ( StaticMesh NewStaticMesh )

SetTeam Source code

function SetTeam ( int NewTeam )

SetTimer Source code

native(280) final function SetTimer ( float NewTimerRate, bool bLoop )
Causes Timer() events every NewTimerRate seconds. If bLoop is true, causes Timer() events every NewTimerRate seconds. Otherwise, causes Timer() to be called once in NewTimerRate seconds. SetTimer(0.0, False); stops the timer.

Sleep Source code

native(256) final latent function Sleep ( float Seconds )
Waits for the specified amount of time before returning.
Latent function, can only be used in state code.

Spawn Source code

native(278) final function actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation, optional actor SpawnTemplate )
Spawn an actor. Returns an actor of the specified class, not of class Actor (this is hardcoded in the compiler).
Returns None if the actor could not be spawned (either the actor wouldn't fit in the specified location, or the actor list is full).
Defaults to spawning at the spawner's location.

SpecialHandling Source code

event Actor SpecialHandling ( Pawn Other )

StartInterpolation Source code

simulated function StartInterpolation ( )
When this function is called, the actor will start moving along an interpolation path beginning at Dest

StopAllMusic Source code

native final function StopAllMusic ( float FadeOutTime )

StopAnimating Source code

native final function StopAnimating ( optional bool ClearAllButBase )

StopFeedbackEffect Source code

native(567) final function StopFeedbackEffect ( optional String EffectName )
Pass no parameter or "" to stop all.

StopMusic Source code

native final function StopMusic ( int SongHandle, float FadeOutTime )

string Source code

function interface string ( ( Controller User )

SuggestFallVelocity Source code

native final function vector SuggestFallVelocity ( vector Destination, vector Start, float MaxZ, float MaxXYSpeed )

TakeDamage Source code

event TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType )

TestLocation Source code

native final function bool TestLocation ( vector TestLocation )

Tick Source code

event Tick ( float DeltaTime )

Timer Source code

event Timer ( )

TornOff Source code

event TornOff ( )
Networking - called on client when actor is torn off (bTearOff==true)

Touch Source code

event Touch ( Actor Other )

TouchingActor Source code

simulated final function bool TouchingActor ( Actor A )

TouchingActors Source code

native(307) final iterator function TouchingActors ( class<actor> BaseClass, out actor Actor )
Returns all actors touching the current actor (fast).

Trace Source code

native(277) final function Actor Trace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material, optional int TraceFlags )
This traces a path to find what it collides with first. The line will be traced starting at TraceStart and ending at TraceEnd. If bTraceActors is true, actors will be considered for the tracing, otherwise only pieces of the world (terrain, staticmeshactors, BSP) will be considered for collision. When the trace hits something, HitLocation and HitNormal will be set to contain the location and normal of the impact. If specified, the material of the surface hit can also be returned. If an Extent is specified, you can have the trace have "width." It will have a box of the size specified as a vector (corner to corner) as the "thickness" of the trace.
Note that traces are not very fast, so should be avoided or kept to a minimum where possible.
Note that if you want actors to be considered for traces they must be able to block the trace, either by bCollideActors, or easier with bBlockZeroExtentTraces or bBlockNonZeroExtentTraces if your trace uses extents.

TraceActors Source code

native(309) final iterator function TraceActors ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent )
Return all actors along a traced line. Reasonably fast (like any trace)

TravelPostAccept Source code

event TravelPostAccept ( )
Called when carried into a new level, after AcceptInventory.

TravelPreAccept Source code

event TravelPreAccept ( )
Called when carried onto a new level, before AcceptInventory.

Trigger Source code

event Trigger ( Actor Other, Pawn EventInstigator )

TriggerEvent Source code

event TriggerEvent ( Name EventName, Actor Other, Pawn EventInstigator )

TweenAnim Source code

native(294) final function bool TweenAnim ( name Sequence, float Time, optional int Channel )

UnClock Source code

native final function UnClock ( out float time )
This is called at the end of a section of code to be timed passing in the same time variable supplied to Clock.

UnPauseAudio Source code

native function UnPauseAudio ( )

UnTouch Source code

event UnTouch ( Actor Other )

UnTrigger Source code

event UnTrigger ( Actor Other, Pawn EventInstigator )

UntriggerEvent Source code

function UntriggerEvent ( Name EventName, Actor Other, Pawn EventInstigator )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( )

UsedBy Source code

event UsedBy ( Pawn user )
Called if this Actor was touching a Pawn who pressed Use

VisibleActors Source code

native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc )
Returns all visible (not bHidden) actors within a radius for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
Slow like AllActors(). Use VisibleCollidingActors() instead if desired actor types are in the collision hash (bCollideActors is true)

VisibleCollidingActors Source code

native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden )
Returns all colliding (bCollideActors==true) actors within a certain radius for which a trace from Loc (which defaults to caller's Location) to that actor's Location does not hit the world.
Much faster than AllActors() since it uses the collision hash

ZapActor Source code

static function ZapActor ( out Actor A )

ZoneChange Source code

event ZoneChange ( ZoneInfo NewZone )


Defaultproperties

defaultproperties
{
    DrawType=DT_Sprite
    bLightingVisibility=True
    bUseDynamicLights=True
    bShowUseReticle=True
    bAcceptsProjectors=True
    bCanBeBaseForPawns=True
    bAlwaysRelevantToOwner=True
    bAlwaysRelevantToInstigator=True
    bReplicateMovement=True
    RemoteRole=ROLE_DumbProxy
    Role=ROLE_Authority
    NetUpdateFrequency=100.000000
    NetPriority=1.000000
    LODBias=1.000000
    Texture=Texture'Engine.S_Actor'
    DrawScale=1.000000
    DrawScale3D=(X=1.000000,Y=1.000000,Z=1.000000)
    MaxLights=4
    ScaleGlow=1.000000
    Style=STY_Normal
    bMovable=True
    SoundRadius=64.000000
    SoundVolume=128
    SoundPitch=64
    TransientSoundVolume=0.300000
    TransientSoundRadius=300.000000
    CollisionRadius=22.000000
    CollisionHeight=22.000000
    bBlockZeroExtentTraces=True
    bBlockNonZeroExtentTraces=True
    bCanMantle=True
    bJustTeleported=True
    Mass=100.000000
    MessageClass=Class'Engine.LocalMessage'
}

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Creation time: Tue 27/4/2010 03:12:33.150 - Created with UnCodeX