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UT2003 :: Object >> Actor (Property Group: Display)

(For the UT Actor class properties, see Actor (UT)/Display.)

This group holds properties that affect how the actor is displayed. The most important property is the DrawType enumeration, which sets what kind of resource is displayed: texture, mesh, etc. Other properties then determine the actual thing that is displayed: Set The Resource Property that matches the DrawType.

The brightness of the actor. Shifts the used lightmap up by this amount. 0 means the actor can be completely dark if it's in the shadows, 128 means the actor will be rendered as unlit or brighter, 254 means the actor is always rendered twice as bright as unlit
ConvexVolume AntiPortal 
ConvexVolume used for DT_AntiPortal
bool bAcceptsProjectors 
Projectors can project onto this actor
bool bAlwaysFaceCamera 
actor will be rendered always facing the camera like a sprite
bool bDisableSorting 
Manual override for translucent material sorting.
bool bShadowCast 
Casts static shadows.
bool bStaticLighting 
Uses raytraced lighting.
bool bUnlit 
Lights don't affect actor. It will be at full brightness.
bool bUseDynamicLights 
bool bUseLightingFromBase 
Use Unlit/AmbientGlow from Base
float ClientOverlayCounter 
sjs - current secs left to show overlay effect
float ClientOverlayTimer 
sjs - client inital time count
float CullDistance 
in non-zero, sets the distance at which to cease displaying this actor (works for static meshes)
float DrawScale 
Scales the actor's visual representation, whether it's a static mesh, texture or whatever. Useful on non-displayed actors to make their icons bigger in UnrealEd.
vector DrawScale3D 
3-dimensional scaling of the actor's visual representation. Used on static meshes.
EDrawType DrawType 
Sets how the actor is drawn, eg sprite, static mesh, etc. See enum list below.
name ForcedVisibilityZoneTag 
Makes the visibility code treat the actor as if it was in the zone(s) with the given tag.
float LODBias 
This will affect the distance at which the engine starts simplifying the mesh. If your new model has parts that are pretty thin, or even have a single face, raise this number.
byte MaxLights 
Limit to hardware lights active on this primitive.
Mesh Mesh 
Mesh to display if DrawType=DT_Mesh.
Material OverlayMaterial 
sjs - shader/material effect to use with skin
float OverlayTimer 
sjs - set by server
vector PrePivot 
Offset from box center for drawing. This property is useful for fixing static meshes that aren't correctly lined up to the grid.
float ScaleGlow 
array<Material> Skins 
Multiple skin support - not replicated.
StaticMesh StaticMesh 
the Static Mesh to display if DrawType=DT_StaticMesh
ERenderStyle Style 
the render style: see below
Material Texture 
Sprite texture if DrawType=DT_Sprite
EUV2Mode UV2Mode 
determines how the UV2Texture is applied.
Material UV2Texture 
Some sort of overlay mojo for Static Meshes. See UV2Texture.


The DrawType enumneration sets how the actor displays. Some of these options work with another property to set what is displayed.

The actor isn't displayed at all. You should probably use Legacy:Actor/Display/Advanced -> bHidden instead in most cases because it will allow the actor to still show up in UnrealEd.
Display a sprite with the material set in the Texture property.
Display the mesh set in the Mesh property.
Only for Brush classes.
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.
Display the static mesh set in the StaticMesh property.
Used by particle effect actors (Emitter, xEmitter, xWeatherEffect) and xProcMeshes.
Used for Antiportals.
Used by FluidSurfaceInfos. See Fluid Surfaces.


See also Color Blending.

If you use the Alpha blending mode when drawing in RenderOverlays, the final alpha level is determined by both the alpha channel AND the player's HUD Transparency Setting. So even if you set the alpha to 255, if the player has anything less than a fully opaque HUD setting, your overlay texture will still appear translucent.