UE1:Actor internal variables (RTNP)

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RTNP Object >> Actor (internal variables)

Internal variables

Acceleration

Type: Object.Vector


AnimLast

Type: float

Last frame.

AnimMinRate

Type: float

Minimum rate for velocity-scaled animation.

bAlwaysTick

Type: bool

Modifiers: const

Update even when players-only.

bAnimByOwner

Type: bool

Animation dictated by owner.

bAnimFinished

Type: bool

Unlooped animation sequence has finished.

bAnimLoop

Type: bool

Whether animation is looping.

bAnimNotify

Type: bool

Whether a notify is applied to the current sequence.

Base

Type: Actor

Modifiers: const

Moving brush actor we're standing on.

bAssimilated

Type: bool

Modifiers: transient, const

Actor dynamics are assimilated in world geometry.

bCarriedItem

Type: bool

being carried, and not responsible for displaying self, so don't replicated location and rotation

bDeleteMe

Type: bool

Modifiers: const

About to be deleted.

bDemoRecording

Type: bool

Modifiers: const


bDynamicLight

Type: bool

Temporarily treat this as a dynamic light.

bEdLocked

Type: bool

Locked in editor (no movement or rotation).

bEdSnap

Type: bool

Modifiers: transient

Should snap to grid in UnrealEd.

bForcePhysicsUpdate

Type: bool


bHighlighted

Type: bool

Modifiers: const

Highlighted in UnrealEd.

bHurtEntry

Type: bool

keep HurtRadius from being reentrant

bInterpolating

Type: bool

Performing interpolating.

bIsMover

Type: bool

Modifiers: const

Is a mover.

bIsPawn

Type: bool

Modifiers: const

True only for pawns.

bJustTeleported

Type: bool

Modifiers: const


Default value: True

bLightChanged

Type: bool

Modifiers: transient

Recalculate this light's lighting now.

bMemorized

Type: bool

Modifiers: const

Remembered in UnrealEd.

bNetFeel

Type: bool

Modifiers: const

Player collides with/feels it in network play.

bNetHear

Type: bool

Modifiers: const

Player hears it in network play.

bNetInitial

Type: bool

Modifiers: const

Initial network update.

bNetOwner

Type: bool

Modifiers: const

Player owns this actor.

bNetRelevant

Type: bool

Modifiers: const

Actor is currently relevant. Only valid server side, only when replicating variables.

bNetSee

Type: bool

Modifiers: const

Player sees it in network play.

bReplicateInstigator

Type: bool

Replicate instigator to client (used by bNetTemporary projectiles).

Brush

Type: Model

Modifiers: const, export

Brush if DrawType=DT_Brush.

bSelected

Type: bool

Modifiers: const

Selected in UnrealEd.

bSimulatedPawn

Type: bool

Modifiers: const

True if Pawn and simulated proxy.

bTempEditor

Type: bool

Modifiers: transient, const


bTicked

Type: bool

Modifiers: transient, const

Actor has been updated.

bTimerLoop

Type: bool


bTrailerSameRotation

Type: bool


CollisionTag

Type: int

Modifiers: const, transient


ColLocation

Type: Object.Vector

Modifiers: const

Actor's old location one move ago.

Deleted

Type: Actor

Modifiers: const


DodgeDir

Type: EDodgeDir


ExtraTag

Type: int

Modifiers: const, transient


Instigator

Type: Pawn

Pawn responsible for damage.

Inventory

Type: Inventory

Inventory chain.

LatentActor

Type: Actor

Modifiers: const

Internal latent function use.

LatentByte

Type: byte

Modifiers: const

Internal latent function use.

LatentFloat

Type: float

Modifiers: const

Internal latent function use.

LatentInt

Type: int

Modifiers: const

Internal latent function use.

Level

Type: LevelInfo

Modifiers: const

Level this actor is on.

LightingTag

Type: int

Modifiers: const, transient


MiscNumber

Type: byte

Modifiers: const

Internal use.

NetTag

Type: int

Modifiers: const, transient


OldAnimRate

Type: float

Animation rate of previous animation (= AnimRate until animation completes).

OldLocation

Type: Object.Vector

Modifiers: const

Actor's old location one tick ago.

OtherTag

Type: int

Modifiers: const, transient


Owner

Type: Actor

Modifiers: const

Owner actor.

PhysAlpha

Type: float

Interpolating position, 0.0-1.0.

PhysRate

Type: float


PrePivot

Type: Object.Vector

Offset from box center for drawing.

Region

Type: PointRegion

Modifiers: const

Region this actor is in.

RenderInterface

Type: RenderIterator

Modifiers: transient


Role

Type: ENetRole


Default value: ROLE_Authority

SimAnim

Type: Object.Plane


SpecialTag

Type: int

Modifiers: const, transient


StandingCount

Type: byte

Modifiers: const

Count of actors standing on this actor.

Target

Type: Actor

Actor we're aiming at (other uses as well).

TimerCounter

Type: float

Modifiers: const

Counts up until it reaches TimerRate.

TimerRate

Type: float

Timer event, 0=no timer.

Touching

Type: Actor

Array size: 4

Modifiers: const

List of touching actors.

TweenRate

Type: float


XLevel

Type: Level

Modifiers: const

Level object.