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Engine.Actor

Extends
Object
Modifiers
abstract native nativereplication

Core.Object
|   
+-- Engine.Actor

Direct Known Subclasses:

AimedAttachment, AmbientSource, AnimBrowserMesh, AntiPortalActor, ASCinematic_Camera, ASTurret_Base, Brush, ComConnection, Controller, CrateActor, DamageType, Decal, Decoration, DecoVolumeObject, DestroyableTrigger, Effects, Emitter, FluidSurfaceOscillator, FPSLog, FX_BallTurret_Shield, FX_LinkTurretShield, FX_SpaceFighter_Shield, FX_Turret_IonCannon_BeamFire, FX_Turret_IonCannon_FireEffect, Gib, GPSStart, Hud, HudOverlay, Info, Inventory, InventoryAttachment, IonCannon, IonEffect, Item, KActor, Keypoint, KNActorFactory, KRepulsor, Light, MatDemoActor, MeshEffect, Mover, NavigationPoint, NetworkTrigger, Note, ObjectivePointingArrow, ONSAutoBomber, ONSHUDOverlay, ONSPowerCoreEnergy, ONSPowerCoreShield, ONSPowerLinkOfficialSetup, ONSPowerNodeEnergySphere, ONSTeleportPad, ONSWeapon, PathMarker, Pawn, Pickup, PrecacheHack, Projectile, ProjectileSpawner, Projector, Reporter, RFIDTag, ShieldEffect, ShockCombo, SpinnyWeap, StaticMeshActor, SVehicleFactory, TankVictim, Triggers, utvReplication, VehiclePart, VictRFIDTag, Vignette, VMeshActor, xEmitter, xMaterialController, xMaterialTrigger, xMutatorList, xPickUpBase, xProcMesh, xWeatherEffect

Constants Summary
MAXSTEPHEIGHT=35.0
MINFLOORZ=0.7
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
vectorAcceleration
floatAccumKarmaAngleError
ActorRenderDataPtrActorRenderData
array<Actor>Attached
nameAttachmentBone
boolbAlreadyPrecachedMaterials
boolbAlreadyPrecachedMeshes
boolbAlwaysRelevant
boolbAlwaysTick
boolbAlwaysZeroBoneOffset
boolbAnimByOwner
ActorBase
boolbBadStateCode
boolbBlockPlayers
boolbBlockProjectiles
boolbBlocksTeleport
boolbCanBeDamaged
boolbClientAnim
boolbClientAuthoritative
boolbClientDemoNetFunc
boolbClientDemoRecording
boolbClientTrigger
boolbCollideWorld
boolbCompressedPosition
boolbDeleteMe
boolbDemoOwner
boolbDemoRecording
boolbDestroyInPainVolume
boolbDetailAttachment
boolbDisturbFluidSurface
boolbDramaticLighting
boolbEdSnap
boolbForceSkelUpdate
boolbHurtEntry
boolbIgnoreOutOfWorld
boolbIgnoreVehicles
boolbInterpolating
boolbJustTeleported
boolbLightChanged
boolbNetDirty
boolbNetInitial
boolbNetInitialRotation
boolbNetNotify
boolbNetOwner
boolbNetRelevant
boolbNetTemporary
boolbNoRepMesh
boolbNotifyLocalPlayerTeamReceived
boolbNotOnDedServer
boolbObsolete
boolbOnlyAffectPawns
boolbOnlyDirtyReplication
boolbOnlyDrawIfAttached
boolbOnlyOwnerSee
boolbOnlyRelevantToOwner
boolbOrientOnSlope
boolbOwnerNoSee
boolbPathTemp
boolbPendingDelete
boolbRepClientDemo
boolbReplicateAnimations
boolbReplicateInstigator
boolbReplicateMovement
modelBrush
boolbScriptInitialized
boolbSelected
boolbShouldStopKarma
boolbShowOctreeNodes
boolbSkipActorPropertyReplication
boolbSmoothKarmaStateUpdates
boolbStatic
boolbTearOff
boolbTempEditor
boolbTicked
boolbTimerLoop
boolbTraceWater
boolbTrailerAllowRotation
boolbTrailerPrePivot
boolbTrailerSameRotation
boolbTravel
boolbUpdateSimulatedPosition
boolbUseCollisionStaticMesh
boolbWasSNFiltered
boolbWorldGeometry
MatrixCachedLocalToWorld
vectorCachedLocation
RotatorCachedRotation
intCollisionTag
vectorColLocation
actorDeleted
floatFluidSurfaceShootStrengthMod
MatrixHardRelMatrix
MaterialHighDetailOverlay
PawnInstigator
InventoryInventory
intJoinedTag
intKStepTag
floatLastRenderTime
floatLatentFloat
array<int>Leaves
LevelInfoLevel
LightRenderDataPtrLightRenderData
MeshInstanceMeshInstance
class<LocalMessage>MessageClass
floatNetPriority
intNetTag
floatNetUpdateFrequency
floatNetUpdateTime
BoxOctreeBox
vectorOctreeBoxCenter
vectorOctreeBoxRadii
array<pointer>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
boolbCanTeleport
boolbCollideWhenPlacing
boolbDirectional
boolbEdShouldSnap
boolbGameRelevant
boolbHidden
boolbHiddenEd
boolbHiddenEdGroup
boolbHighDetail
boolbLockLocation
boolbMovable
boolbNoDelete
boolbShouldBaseAtStartup
boolbStasis
boolbSuperHighDetail
floatLifeSpan
Collision
boolbAutoAlignToTerrain
boolbBlockActors
boolbBlockKarma
boolbBlockNonZeroExtentTraces
boolbBlockZeroExtentTraces
boolbCollideActors
boolbPathColliding
boolbProjTarget
boolbUseCylinderCollision
floatCollisionHeight
floatCollisionRadius
ESurfaceTypesSurfaceType
Display
byteAmbientGlow
ConvexVolumeAntiPortal
boolbAcceptsProjectors
boolbAlwaysFaceCamera
boolbDeferRendering
boolbDisableSorting
boolbShadowCast
boolbStaticLighting
boolbUnlit
boolbUseDynamicLights
boolbUseLightingFromBase
floatClientOverlayCounter
floatClientOverlayTimer
floatCullDistance
floatDrawScale
vectorDrawScale3D
EDrawTypeDrawType
nameForcedVisibilityZoneTag
floatLODBias
byteMaxLights
meshMesh
MaterialOverlayMaterial
floatOverlayTimer
vectorPrePivot
floatScaleGlow
array<Material>Skins
StaticMeshStaticMesh
ERenderStyleStyle
MaterialTexture
EUV2ModeUV2Mode
MaterialUV2Texture
Events
nameEvent
NameExcludeTag[8]
nameTag
Force
floatForceNoise
floatForceRadius
floatForceScale
EForceTypeForceType
Karma
KarmaParamsCollisionKParams
LightColor
floatLightBrightness
byteLightHue
byteLightSaturation
Lighting
boolbActorShadows
boolbAttenByLife
boolbCorona
boolbDirectionalCorona
boolbDynamicLight
boolbLightingVisibility
boolbSpecialLit
byteLightCone
ELightEffectLightEffect
byteLightPeriod
byteLightPhase
floatLightRadius
ELightTypeLightType
Movement
nameAttachTag
boolbBounce
boolbFixedRotationDir
boolbHardAttach
boolbIgnoreEncroachers
boolbIgnoreTerminalVelocity
boolbOrientToVelocity
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[7], Outer

Enumerations Summary
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_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, DT_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface
EFilterState
FS_Maybe, FS_Yes, FS_No
EFlagState
FLAG_Home, FLAG_HeldFriendly, FLAG_HeldEnemy, FLAG_Down,
EForceType
FT_None, FT_DragAlong, FT_Constant,
eKillZType
KILLZ_None, KILLZ_Lava, KILLZ_Suicide
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_Negative, 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, PHYS_Hovering, PHYS_CinMotion,
ERenderStyle
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive, STY_Particle, STY_AlphaZ,
ESoundOcclusion
OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
ESoundSlot
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,
ESurfaceTypes
EST_Default, EST_Rock, EST_Dirt, EST_Metal, EST_Wood, EST_Plant, EST_Flesh, EST_Ice, EST_Snow, EST_Water, EST_Glass, EST_Custom00, EST_Custom01, EST_Custom02, EST_Custom03, EST_Custom04, EST_Custom05, EST_Custom06, EST_Custom07, EST_Custom08, EST_Custom09, EST_Custom10, EST_Custom11, EST_Custom12, EST_Custom13, EST_Custom14, EST_Custom15, EST_Custom16, EST_Custom17, EST_Custom18, EST_Custom19, EST_Custom20, EST_Custom21, EST_Custom22, EST_Custom23, EST_Custom24, EST_Custom25, EST_Custom26, EST_Custom27, EST_Custom28, EST_Custom29, EST_Custom30, EST_Custom31,
ETravelType
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
EUV2Mode
UVM_MacroTexture, UVM_LightMap, UVM_Skin,
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
ActorRenderDataPtr
Ptr
AnimRep
AnimSequence, bAnimLoop, AnimRate, AnimFrame, TweenRate
BatchReference
BatchIndex, ElementIndex
FireProperties
AmmoClass, ProjectileClass, WarnTargetPct, MaxRange, bTossed, bTrySplash, bLeadTarget, bInstantHit, bInitialized
KRBVec
X, Y, Z
KRigidBodyState
Position, Quaternion, LinVel, AngVel
KSimParams
GammaPerSec, Epsilon, PenetrationOffset, PenetrationScale, ContactSoftness, MaxPenetration, MaxTimestep
LightRenderDataPtr
Ptr
PointRegion
Zone, iLeaf, ZoneNumber
ProjectorRenderInfoPtr
Ptr
StaticMeshProjectorRenderInfoPtr
Ptr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector

Functions Summary
operatorcolor * (float A, color B)
operatorcolor * (color A, float B)
operatorcolor + (color A, color B)
operatorcolor - (color A, color B)
function AddToPackageMap (optional string PackageName)
functionbool AdjustVolume (int Handle, float NewVolume)
function AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
function AllowMusicPlayback (bool Allow)
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)
function AnimStopLooping (optional int Channel)
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 ()
functionbool BlocksShotAt (Actor Other)
function BoneRefresh ()
event BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
event Bump (Actor Other)
functionbool CanSplash ()
function ChangeBaseParamsFeedbackEffect (String EffectName, optional float DirectionX, optional float DirectionY, optional float Gain)
function ChangeSpringFeedbackEffect (String EffectName, float CenterX, float CenterY)
functionbool CheckForErrors ()
functionbool CheckMaxEffectDistance (PlayerController P, vector SpawnLocation)
function ChildActors (class<actor> BaseClass, out actor Actor)
function ClearStayingDebugLines ()
event ClientTrigger ()
function Clock (out float time)
function CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
functionstring ConsoleCommand (string Command, optional bool bWriteToLog)
function CopyObjectToClipboard (Object Obj)
function Crash ()
functionstring CurrentLIPSincAnim ()
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 DrawDebugCircle (vector Base, vector X, vector Y, float Radius, int NumSides, byte R, byte G, byte B)
function DrawDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B)
function DrawDebugSphere (vector Base, float Radius, int NumDivisions, byte R, byte G, byte B)
function DrawStayingDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B)
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 ()
functionbool ForceFeedbackSupported (optional bool Enable)
function FreezeAnimAt (float Time, optional int Channel)
event GainedChild (Actor Other)
function GetAllInt (string MetaClass, array<string> Entries)
function GetAllIntDesc (string MetaClass, out array<string> Entry, out array<string> Description)
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)
functionName GetClosestBone (Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance)
functionvector GetCollisionExtent ()
functionString GetDebugName ()
functionString GetHumanReadableName ()
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)
functionstring GetURLMap (optional bool bIncludeOptions)
functionstring GetUrlOption (string Option)
functionbool HasAnim (name Sequence)
functionbool HasLIPSincAnim (name LIPSincAnimName)
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)
event HitWall (vector HitNormal, actor HitWall)
function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation)
functionbool IsAnimating (optional int Channel)
functionbool IsInPain ()
functionbool IsInVolume (Volume aVolume)
functionbool IsJoinedTo (actor Other)
functionbool IsPlayingLIPSincAnim ()
functionbool IsStationary ()
functionbool IsTweening (int Channel)
function KAddAngularImpulse (vector AngImpulse)
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)
function KGetSimParams (out KSimParams SimParams)
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 KScaleJointLimits (float scale, float stiffness)
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 KSetSimParams (KSimParams SimParams)
function KSetSkelVel (vector Velocity, optional vector AngVelocity, optional bool AddToCurrent)
function KSetStayUpright (bool stayUpright, bool allowRotate)
function KSetStayUprightParams (float stiffness, float damping)
event KSkelConvulse ()
eventbool KUpdateState (out KRigidBodyState newState)
event KVelDropBelow ()
function KWake ()
event Landed (vector HitNormal)
function LinkMesh (mesh NewMesh, optional bool bKeepAnim)
function LinkSkelAnim (MeshAnimation Anim, optional mesh NewMesh)
event LIPSincAnimEnd ()
function LockRootMotion (int Lock)
functionbool LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
event LostChild (Actor Other)
function MakeNoise (float Loudness)
function MatchStarting ()
functionbool Move (vector Delta)
functionbool MoveCacheEntry (string GUID, optional string NewFilename)
functionbool MoveSmooth (vector Delta)
functionbool NearSpot (vector Spot)
function NotifyLocalPlayerDead (PlayerController PC)
function NotifyLocalPlayerTeamReceived ()
function OnlyAffectPawns (bool B)
functionbool PauseStream (int Handle)
function PawnBaseDied ()
event PhysicsVolumeChange (PhysicsVolume NewVolume)
functionbool PlayAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
functionbool PlayerCanSeeMe ()
function PlayFeedbackEffect (String EffectName)
function PlayLIPSincAnim (name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch)
functionint PlayMusic (string Song, optional 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)
functionint PlayStream (string Song, optional bool UseMusicVolume, optional float Volume, optional float FadeInTime, optional float SeekTime)
function PlayTeleportEffect (bool bOut, bool bSound)
event PostBeginPlay ()
event PostLoadSavedGame ()
event PostNetBeginPlay ()
event PostNetReceive ()
event PostTeleport (Teleporter OutTeleporter)
event PostTouch (Actor Other)
function POVChanged (PlayerController PC, bool bBehindViewChanged)
event PreBeginPlay ()
function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)
event PreSaveGame ()
eventbool PreTeleport (Teleporter InTeleporter)
function RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
event RanInto (Actor Other)
event RecoverFromBadStateCode ()
function RenderOverlays (Canvas Canvas)
event RenderTexture (ScriptedTexture Tex)
function Reset ()
function ResetStaticFilterState ()
functionint SeekStream (int Handle, float Seconds)
functionbool SelfTriggered ()
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 SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
functionbool SetCollisionSize (float NewRadius, float NewHeight)
function SetDefaultDisplayProperties ()
function SetDelayedDamageInstigatorController (Controller C)
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 ()
functionbool SetLocation (vector NewLocation)
function SetOverlayMaterial (Material mat, float time, bool bOverride)
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 SetTimer (float NewTimerRate, bool bLoop)
functionbool ShouldBeHidden ()
function Sleep (float Seconds)
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
eventActor SpecialHandling (Pawn Other)
function StartInterpolation ()
function StopAllMusic (optional float FadeOutTime)
function StopAnimating (optional bool ClearAllButBase)
function StopFeedbackEffect (optional String EffectName)
function StopLIPSincAnim ()
function StopMusic (int SongHandle, optional float FadeOutTime)
function StopStream (int Handle, optional float FadeOutTime)
functionvector SuggestFallVelocity (vector Destination, vector Start, float MaxZ, float MaxXYSpeed)
event TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
functionbool TeamLink (int TeamNum)
function TextToSpeech (string Text, float Volume)
event Tick (float DeltaTime)
event Timer ()
function TimerPop (VolumeTimer T)
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)
function TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
functionbool TraceThisActor (out vector HitLocation, out vector HitNormal, vector TraceEnd, vector TraceStart, 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)
event UnTouch (Actor Other)
event UnTrigger (Actor Other, Pawn EventInstigator)
function UntriggerEvent (Name EventName, Actor Other, Pawn EventInstigator)
function UpdateAnnouncements ()
function UpdatePrecacheMaterials ()
function UpdatePrecacheStaticMeshes ()
function UpdateURL (string NewOption, string NewValue, bool bSaveDefault)
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)
event ZoneChange (ZoneInfo NewZone)
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=


Constants Detail

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)


Variables Detail

Acceleration Source code

var vector Acceleration;

AccumKarmaAngleError Source code

var float AccumKarmaAngleError;

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.

bAlreadyPrecachedMaterials Source code

var bool bAlreadyPrecachedMaterials;

bAlreadyPrecachedMeshes Source code

var bool bAlreadyPrecachedMeshes;

bAlwaysRelevant Source code

var bool bAlwaysRelevant;
Always relevant for network.

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.

bBadStateCode Source code

var bool bBadStateCode;
Used for recovering from illegal state transitions (hack)

bBlockPlayers Source code

var bool bBlockPlayers;
OBSOLETE - no longer used

bBlockProjectiles Source code

var bool bBlockProjectiles;

bBlocksTeleport Source code

var bool bBlocksTeleport;

bCanBeDamaged Source code

var bool bCanBeDamaged;
Can take damage.

bClientAnim Source code

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

bClientAuthoritative Source code

var const bool bClientAuthoritative;
Remains ROLE_Authority on client (only valid for bStatic or bNoDelete actors).

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.

bClientTrigger Source code

var bool bClientTrigger;
replicated property used to trigger client side ClientTrigger() event.

bCollideWorld Source code

var bool bCollideWorld;
Collides with the world.

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.

bDetailAttachment Source code

var const bool bDetailAttachment;
If actor is attached to Karma object, only move once a frame regardless of timestep subdivision. Only valid when bCollideActors is false.

bDisturbFluidSurface Source code

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

bDramaticLighting Source code

var bool bDramaticLighting;

bEdSnap Source code

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

bForceSkelUpdate Source code

var bool bForceSkelUpdate;
Update skeleton (and attached actor positions) even if not rendered.

bHurtEntry Source code

var bool bHurtEntry;
Keep HurtRadius from being reentrant,

bIgnoreOutOfWorld Source code

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

bIgnoreVehicles Source code

var bool bIgnoreVehicles;
Ignore collisions between vehicles and this actor (only relevant if bIgnoreEncroachers is false).

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.

bNotifyLocalPlayerTeamReceived Source code

var bool bNotifyLocalPlayerTeamReceived;
Wants NotifyLocalPlayerTeamReceived()

bNotOnDedServer Source code

var bool bNotOnDedServer;
Destroy if on dedicated server and RemoteRole== ROLE_None (emitters, etc.)

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.

bShouldStopKarma Source code

var transient const bool bShouldStopKarma;

bShowOctreeNodes Source code

var bool bShowOctreeNodes;

bSkipActorPropertyReplication Source code

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

bSmoothKarmaStateUpdates Source code

var bool bSmoothKarmaStateUpdates;
When true, karma state updates will be smoothly interpolated.

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).

bTraceWater Source code

var bool bTraceWater;
If true, trace() by this actor returns collisions with water volumes.

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.

bUseCollisionStaticMesh Source code

var bool bUseCollisionStaticMesh;

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.

Deleted Source code

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

FluidSurfaceShootStrengthMod Source code

var float FluidSurfaceShootStrengthMod;
If bDisturbFluidSurface== true, FluidSurface's ShootStrength is multiplied by this before doing the ripples.

HardRelMatrix Source code

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

HighDetailOverlay Source code

var Material HighDetailOverlay;
If high detail mode, use this overlay when no other overlay is active.

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 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<pointer> 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 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

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.

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.

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.

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.

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.

bBlockZeroExtentTraces Source code

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

bCollideActors Source code

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

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.

SurfaceType Source code

var(Collision) ESurfaceTypes SurfaceType;

Display

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.

bAlwaysFaceCamera Source code

var(Display) bool bAlwaysFaceCamera;
Actor will be rendered always facing the camera like a sprite.

bDeferRendering Source code

var(Display) bool bDeferRendering;
Defer rendering if DrawType is DT_Particle or Style is STY_Additive.

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.

ClientOverlayCounter Source code

var(Display) transient float ClientOverlayCounter;
Current seconds left to show overlay effect.

ClientOverlayTimer Source code

var(Display) transient float ClientOverlayTimer;
Client inital time count.

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) const mesh Mesh;
Mesh if DrawType=DT_Mesh.

OverlayMaterial Source code

var(Display) Material OverlayMaterial;
Shader/material effect to use with skin.

OverlayTimer Source code

var(Display) float OverlayTimer;

PrePivot Source code

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

ScaleGlow Source code

var(Display) float ScaleGlow;

Skins Source code

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

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

UV2Mode Source code

var(Display) EUV2Mode UV2Mode;

UV2Texture Source code

var(Display) Material UV2Texture;

Events

Event Source code

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

ExcludeTag[8] Source code

var(Events) Name ExcludeTag[8];
Multipurpose exclusion tag for excluding lights, projectors, rendering actors, blocking weather.

Tag Source code

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

Force

ForceNoise Source code

var(Force) float ForceNoise;

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.

bAttenByLife Source code

var(Lighting) bool bAttenByLife;
Attenuate light by diminishing lifespan.

bCorona Source code

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

bDirectionalCorona Source code

var(Lighting) bool bDirectionalCorona;
(if bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.

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.

bIgnoreTerminalVelocity Source code

var(Movement) bool bIgnoreTerminalVelocity;
If PHYS_Falling, ignore the TerminalVelocity of the PhysicsVolume.

bOrientToVelocity Source code

var(Movement) bool bOrientToVelocity;

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

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_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, DT_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface
};
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
};

EFlagState Source code

enum EFlagState
{
FLAG_Home, FLAG_HeldFriendly, FLAG_HeldEnemy, FLAG_Down,
};
States of CTF flags.
FLAG_Home
The flag is in its base.
FLAG_HeldFriendly
The flag is being held by a member of the flag's team.
FLAG_HeldEnemy
The flag is being held by a member of the enemy team.
FLAG_Down
The flag has been dropped.

EForceType Source code

enum EForceType
{
FT_None, FT_DragAlong, FT_Constant,
};
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
};

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_Negative, 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, PHYS_Hovering, PHYS_CinMotion,
};
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, STY_Particle, STY_AlphaZ,
};
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,
};

ESurfaceTypes Source code

enum ESurfaceTypes
{
EST_Default, EST_Rock, EST_Dirt, EST_Metal, EST_Wood, EST_Plant, EST_Flesh, EST_Ice, EST_Snow, EST_Water, EST_Glass, EST_Custom00, EST_Custom01, EST_Custom02, EST_Custom03, EST_Custom04, EST_Custom05, EST_Custom06, EST_Custom07, EST_Custom08, EST_Custom09, EST_Custom10, EST_Custom11, EST_Custom12, EST_Custom13, EST_Custom14, EST_Custom15, EST_Custom16, EST_Custom17, EST_Custom18, EST_Custom19, EST_Custom20, EST_Custom21, EST_Custom22, EST_Custom23, EST_Custom24, EST_Custom25, EST_Custom26, EST_Custom27, EST_Custom28, EST_Custom29, EST_Custom30, EST_Custom31,
};

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.

EUV2Mode Source code

enum EUV2Mode
{
UVM_MacroTexture, UVM_LightMap, UVM_Skin,
};


Structures Detail

ActorRenderDataPtr Source code

struct ActorRenderDataPtr
{
var pointer 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;
};


FireProperties Source code

struct FireProperties
{
var class<Ammunition> AmmoClass;
var bool bInitialized;
var bool bInstantHit;
var bool bLeadTarget;
var bool bTossed;
var bool bTrySplash;
var float MaxRange;
var class<Projectile> ProjectileClass;
var float WarnTargetPct;
};


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;
};


KSimParams Source code

struct KSimParams
{
var float ContactSoftness;
var float Epsilon;
var float GammaPerSec;
var float MaxPenetration;
var float MaxTimestep;
var float PenetrationOffset;
var float PenetrationScale;
};
Scary internal params used by Karma. BE VERY CAREFUL!!
NB. These take affect until you quit the game! Make sure you reset them to defaults when leaving mod etc.
ContactSoftness:
Softness of just contact constraints.
Epsilon:
Global constraint compliance. Making it larger makes contacts/joints softer.
GammaPerSec:
Relaxation constant. Making it larger pushes things apart harder when they penetrate.
MaxPenetration:
Maximum penetration allowed.
MaxTimestep:
Maximum timestep ever used to advance rigid body simulation.
PenetrationOffset:
Resting penetration. Making this larger can reduce jiggling.
PenetrationScale:
Artificially increase penetration - makes contacts 'stiffer'

LightRenderDataPtr Source code

struct LightRenderDataPtr
{
var pointer 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 pointer Ptr;
};
Hack to to fool C++ header generation...

StaticMeshProjectorRenderInfoPtr Source code

struct StaticMeshProjectorRenderInfoPtr
{
var pointer 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 )

AddToPackageMap Source code

native final function AddToPackageMap ( optional string PackageName )
Add PackageName to the packagemap (as if it was in GameEngine's ServerPackages list)
If omitted, adds this actor's package
This function is only valid during initialization (between GameInfo::InitGame() and GameInfo::SetInitialState())
If called outside of that window, or anytime on a client, the function returns without doing anything

AdjustVolume Source code

native final function bool AdjustVolume ( int Handle, float NewVolume )

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.

AllowMusicPlayback Source code

native final function AllowMusicPlayback ( bool Allow )

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 )

AnimStopLooping Source code

native final function AnimStopLooping ( optional int Channel )

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 ( )

BlocksShotAt Source code

function bool BlocksShotAt ( Actor Other )

BoneRefresh Source code

native final function BoneRefresh ( )

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 )

CanSplash Source code

simulated function bool CanSplash ( )

ChangeBaseParamsFeedbackEffect Source code

native(569) final function ChangeBaseParamsFeedbackEffect ( String EffectName, optional float DirectionX, optional float DirectionY, optional float Gain )

ChangeSpringFeedbackEffect Source code

native(568) final function ChangeSpringFeedbackEffect ( String EffectName, float CenterX, float CenterY )

CheckForErrors Source code

function bool CheckForErrors ( )

CheckMaxEffectDistance Source code

simulated function bool CheckMaxEffectDistance ( PlayerController P, vector SpawnLocation )

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()

ClearStayingDebugLines Source code

native final function ClearStayingDebugLines ( )

ClientTrigger Source code

event ClientTrigger ( )
Called on client whenever bClientTrigger changes values

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(321) 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

ConsoleCommand Source code

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

CopyObjectToClipboard Source code

native function CopyObjectToClipboard ( Object Obj )
Copy the specified object's properties to the clipboard. The format generated is for pasting into the editor if it's an actor or into the defaultproperties block of a class if it isn't.

Crash Source code

static function Crash ( )

CurrentLIPSincAnim Source code

native final function string CurrentLIPSincAnim ( )

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.

DrawDebugCircle Source code

native final function DrawDebugCircle ( vector Base, vector X, vector Y, float Radius, int NumSides, byte R, byte G, byte B )
SLOW! Use for debugging only!

DrawDebugLine Source code

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

DrawDebugSphere Source code

native final function DrawDebugSphere ( vector Base, float Radius, int NumDivisions, byte R, byte G, byte B )
SLOW! Use for debugging only!

DrawStayingDebugLine Source code

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

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 ( )

ForceFeedbackSupported Source code

native 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 )

GetAllInt Source code

native static final function GetAllInt ( string MetaClass, array<string> Entries )

GetAllIntDesc Source code

native static final function GetAllIntDesc ( string MetaClass, out array<string> Entry, out array<string> Description )

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 )

GetClosestBone Source code

native final function Name GetClosestBone ( Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance )

GetCollisionExtent Source code

function vector GetCollisionExtent ( )

GetDebugName Source code

function String GetDebugName ( )

GetHumanReadableName Source code

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

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.

GetURLMap Source code

native(547) final function string GetURLMap ( optional bool bIncludeOptions )

GetUrlOption Source code

native final function string GetUrlOption ( string Option )

HasAnim Source code

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

HasLIPSincAnim Source code

native final function bool HasLIPSincAnim ( name LIPSincAnimName )

HealDamage Source code

function bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType )

HitWall Source code

event HitWall ( vector HitNormal, actor HitWall )

HurtRadius Source code

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

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 )

IsJoinedTo Source code

native final function bool IsJoinedTo ( actor Other )

IsPlayingLIPSincAnim Source code

native final function bool IsPlayingLIPSincAnim ( )

IsStationary Source code

function bool IsStationary ( )
for AI... bots have perfect aim shooting non-pawn stationary targets.

IsTweening Source code

native final function bool IsTweening ( int Channel )

KAddAngularImpulse Source code

native final function KAddAngularImpulse ( vector AngImpulse )

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 )

KGetSimParams Source code

native final function KGetSimParams ( out KSimParams SimParams )

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 )

KScaleJointLimits Source code

native final function KScaleJointLimits ( float scale, float stiffness )

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 )

KSetSimParams Source code

native final function KSetSimParams ( KSimParams SimParams )

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)

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 )

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 )

LIPSincAnimEnd Source code

event LIPSincAnimEnd ( )

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.

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 )

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.

NotifyLocalPlayerDead Source code

function NotifyLocalPlayerDead ( PlayerController PC )

NotifyLocalPlayerTeamReceived Source code

function NotifyLocalPlayerTeamReceived ( )
Called only if bNotifyLocalPlayerTeamReceived and is a net client when local playercontroller receives PlayerReplicationInfo.Team

OnlyAffectPawns Source code

native final function OnlyAffectPawns ( bool B )

PauseStream Source code

native final function bool PauseStream ( int Handle )

PawnBaseDied Source code

function PawnBaseDied ( )
This actor is based on a pawn and that pawn has just died.

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 )

PlayLIPSincAnim Source code

native final function PlayLIPSincAnim ( name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch )

PlayMusic Source code

native final function int PlayMusic ( string Song, optional 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.

PlayStream Source code

native final function int PlayStream ( string Song, optional bool UseMusicVolume, optional float Volume, optional float FadeInTime, optional float SeekTime )
Used for playing custom music - not cached, and will not be stopped at level transition
Song parameter must contain extension, but can be relative or absolute directory
ex: PlayStream("D:\\alongtheway.mp3",false,1,0,0);

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound )

PostBeginPlay Source code

event PostBeginPlay ( )
Called immediately after gameplay begins.

PostLoadSavedGame Source code

event PostLoadSavedGame ( )
Is called right after a saved game is loaded.

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

POVChanged Source code

function POVChanged ( PlayerController PC, bool bBehindViewChanged )
Called by PlayerController from on its current ViewTarget when its ViewTarget and/or bBehindView change.

PreBeginPlay Source code

event PreBeginPlay ( )
Called immediately before gameplay begins.

PrecacheAnnouncer Source code

simulated function PrecacheAnnouncer ( AnnouncerVoice V, bool bRewardSounds )

PreSaveGame Source code

event PreSaveGame ( )
is called right before game is saved.

PreTeleport Source code

event bool PreTeleport ( Teleporter InTeleporter )

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)

RanInto Source code

event RanInto ( Actor Other )
Called for encroaching actors which successfully moved the other actor out of the way.

RecoverFromBadStateCode Source code

event RecoverFromBadStateCode ( )

RenderOverlays Source code

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

RenderTexture Source code

event RenderTexture ( ScriptedTexture Tex )

Reset Source code

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

ResetStaticFilterState Source code

native final function ResetStaticFilterState ( )

SeekStream Source code

native final function int SeekStream ( int Handle, float Seconds )

SelfTriggered Source code

function bool SelfTriggered ( )

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 simulated 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 )

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 ( )

SetDelayedDamageInstigatorController Source code

function SetDelayedDamageInstigatorController ( Controller C )

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.

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.

SetOverlayMaterial Source code

simulated function SetOverlayMaterial ( Material mat, float time, bool bOverride )

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 )

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.

ShouldBeHidden Source code

native final static function bool ShouldBeHidden ( )
Check if class has HideDropDown specifier

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 )
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 ( optional 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.

StopLIPSincAnim Source code

native final function StopLIPSincAnim ( )

StopMusic Source code

native final function StopMusic ( int SongHandle, optional float FadeOutTime )

StopStream Source code

native final function StopStream ( int Handle, optional float FadeOutTime )

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 )

TeamLink Source code

function bool TeamLink ( int TeamNum )

TextToSpeech Source code

native function TextToSpeech ( string Text, float Volume )

Tick Source code

event Tick ( float DeltaTime )

Timer Source code

event Timer ( )

TimerPop Source code

simulated function TimerPop ( VolumeTimer T )
Since Volumes are static, VolumeTimer can be used to get timer notifications (1sec steps).

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 )
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)

TraceThisActor Source code

native final function bool TraceThisActor ( out vector HitLocation, out vector HitNormal, vector TraceEnd, vector TraceStart, optional vector Extent )
Line check just against this actor. Returns true if did not hit this actor.

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

simulated 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.

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 )

UpdateAnnouncements Source code

simulated function UpdateAnnouncements ( )
Preload all announcer phrases used by this actor.

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( )

UpdateURL Source code

native final function UpdateURL ( string NewOption, string NewValue, bool bSaveDefault )

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

ZoneChange Source code

event ZoneChange ( ZoneInfo NewZone )


Defaultproperties

defaultproperties
{
     DrawType=DT_Sprite
     bLightingVisibility=Wahr
     bAcceptsProjectors=Wahr
     bReplicateMovement=Wahr
     bDeferRendering=Wahr
     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=Wahr
     FluidSurfaceShootStrengthMod=1.000000
     SoundVolume=128
     SoundPitch=64
     SoundRadius=64.000000
     TransientSoundVolume=0.300000
     TransientSoundRadius=300.000000
     CollisionRadius=22.000000
     CollisionHeight=22.000000
     bBlockZeroExtentTraces=Wahr
     bBlockNonZeroExtentTraces=Wahr
     bSmoothKarmaStateUpdates=Wahr
     bJustTeleported=Wahr
     Mass=100.000000
     ForceNoise=0.500000
     MessageClass=Class'Engine.LocalMessage'
}

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Creation time: Mo 16.4.2007 11:20:14.937 - Created with UnCodeX