UE2:Actor internal variables (UT2004)

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UT2004 Object >> Actor (internal variables)

Contents

Internal variables

Acceleration

Type: Object.Vector

Acceleration as amount of change to Velocity per second.

AccumKarmaAngleError

Type: float


ActorRenderData

Type: ActorRenderDataPtr

Modifiers: const, native


Attached

Type: array<Actor>

Modifiers: const

List of actors attached to this actor. Those actors have this actor as their Base.

AttachmentBone

Type: name

Modifiers: const

Name of the bone on the Base's skeletal mesh to which this actor is attached. 'None' if attached to Base's center or not attached at all.

bAlreadyPrecachedMaterials

Type: bool


bAlreadyPrecachedMeshes

Type: bool


bAlwaysRelevant

Type: bool

Always relevant for replication.

bAlwaysTick

Type: bool

Modifiers: const

Keep ticking this actor even when the game is paused.

bAlwaysZeroBoneOffset

Type: bool

if true, offset always zero when attached to skeletalmesh

bAnimByOwner

Type: bool

Animation dictated by owner.

Base

Type: Actor

Modifiers: const

Actor this actor is attached to.

bBadStateCode

Type: bool


bBlockPlayers

Type: bool

OBSOLETE - no longer used

bBlockProjectiles

Type: bool

hack for Paladin shield

bBlocksTeleport

Type: bool


bCanBeDamaged

Type: bool

can take damage

bClientAnim

Type: bool

Don't replicate any animations - animation done client-side

bClientAuthoritative

Type: bool

Modifiers: const


bClientDemoNetFunc

Type: bool

Modifiers: const

True if we're client-side demo recording and this call originated from the remote.

bClientDemoRecording

Type: bool

Modifiers: const

True we are currently recording a client-side demo

bClientTrigger

Type: bool

replicated property used to trigger client side ClientTrigger() event

bCollideWorld

Type: bool

Collides with the world.

bCompressedPosition

Type: bool

used by networking code to flag compressed position replication

bDeleteMe

Type: bool

Modifiers: const

Set to True right before the Destroy() function returns. (see What happens when an Actor is destroyed)

bDemoOwner

Type: bool

Modifiers: const

Demo recording driver owns this actor.

bDemoRecording

Type: bool

Modifiers: const

True we are currently demo recording

bDestroyInPainVolume

Type: bool

destroy this actor if it enters a pain volume

bDetailAttachment

Type: bool

Modifiers: const


bDisturbFluidSurface

Type: bool

Cause ripples when in contact with FluidSurface.

bDramaticLighting

Type: bool


bEdSnap

Type: bool

Modifiers: transient

Should snap to grid in UnrealEd.

bForceSkelUpdate

Type: bool

update skeleton (and attached actor positions) even if not rendered

bHurtEntry

Type: bool

keep HurtRadius from being reentrant

bIgnoreOutOfWorld

Type: bool

Don't destroy if enters zone zero

bIgnoreVehicles

Type: bool

Ignore collisions between vehicles and this actor (only relevant if bIgnoreEncroachers is false)

bInterpolating

Type: bool

Performing interpolating.

bJustTeleported

Type: bool

Modifiers: const


Default value: True

bLightChanged

Type: bool

Recalculate this light's lighting now.

bNetDirty

Type: bool

Modifiers: transient, const

set when any attribute is assigned a value in unrealscript, reset when the actor is replicated

bNetInitial

Type: bool

Modifiers: const

Initial network update.

bNetInitialRotation

Type: bool

Modifiers: const

Should replicate initial rotation

bNetNotify

Type: bool

Actor wants PostNetReceived() notifications.

bNetOwner

Type: bool

Modifiers: const

Player owns this actor.

bNetRelevant

Type: bool

Modifiers: const

Not implemented, always returns False.

bNetTemporary

Type: bool

Modifiers: const

Tear-off simulation in network play.

bNoRepMesh

Type: bool

don't replicate mesh

bNotifyLocalPlayerTeamReceived

Type: bool

wants NotifyLocalPlayerTeamReceived()

bNotOnDedServer

Type: bool

destroy if on dedicated server and RemoteRole == ROLE_None (emitters, etc.)

bObsolete

Type: bool

actor is obsolete - warn level designers to remove it

bOnlyAffectPawns

Type: bool

Modifiers: const

Optimisation - only test ovelap against pawns. Used for influences etc.

bOnlyDirtyReplication

Type: bool


bOnlyDrawIfAttached

Type: bool

don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched)

bOnlyOwnerSee

Type: bool

Only owner can see this actor.

bOnlyRelevantToOwner

Type: bool

this actor is only relevant to its owner.

bOrientOnSlope

Type: bool

when landing, orient base on slope of floor

bOwnerNoSee

Type: bool

Everything but the owner can see this actor.

bPathTemp

Type: bool

Modifiers: transient

Internal/path building

bPendingDelete

Type: bool


bRepClientDemo

Type: bool

Modifiers: const

True if remote client is recording demo

bReplicateAnimations

Type: bool

Should replicate SimAnim

bReplicateInstigator

Type: bool

Replicate instigator to client (used by bNetTemporary projectiles).

bReplicateMovement

Type: bool

if true, replicate movement/location related properties

Default value: True

Brush

Type: Model

Modifiers: const, export

Brush if DrawType=DT_Brush.

bScriptInitialized

Type: bool

set to prevent re-initializing of actors spawned during level startup

bSelected

Type: bool

Modifiers: const

Selected in UnrealEd.

bShouldStopKarma

Type: bool

Modifiers: transient, const

Internal.

bShowOctreeNodes

Type: bool


bSkipActorPropertyReplication

Type: bool

if true, don't replicate actor class variables for this actor

bSmoothKarmaStateUpdates

Type: bool


Default value: True

bStatic

Type: bool

Modifiers: const

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

bTearOff

Type: bool


bTempEditor

Type: bool

Modifiers: transient, const

Internal UnrealEd.

bTicked

Type: bool

Modifiers: transient, const

Actor has been updated.

bTimerLoop

Type: bool

Timer loops (else is one-shot).

bTraceWater

Type: bool

if true, trace() by this actor returns collisions with water volumes

bTrailerAllowRotation

Type: bool

If PHYS_Trailer and want independent rotation control.

bTrailerPrePivot

Type: bool

If PHYS_Trailer and true, offset from owner by PrePivot.

bTrailerSameRotation

Type: bool

If PHYS_Trailer and true, have same rotation as owner.

bTravel

Type: bool

Actor is capable of travelling among servers.

bUpdateSimulatedPosition

Type: bool

if true, update velocity/location after initialization for simulated proxies

bUseCollisionStaticMesh

Type: bool


bWasSNFiltered

Type: bool

Mainly for debugging - the way this actor was inserted into Octree.

bWorldGeometry

Type: bool

Collision and Physics treats this actor as world geometry

CachedLocalToWorld

Type: Object.Matrix


CachedLocation

Type: Object.Vector

Modifiers: const


CachedRotation

Type: Object.Rotator

Modifiers: const


CollisionTag

Type: int

Modifiers: const, native


ColLocation

Type: Object.Vector

Modifiers: const

Actor's old location one move ago. Only for debugging

Deleted

Type: Actor

Modifiers: const

Next actor in just-deleted chain.

FluidSurfaceShootStrengthMod

Type: float

if bDisturbFluidSurface == true, FluidSurface's ShootStrength is multiplied by this before doing the ripples

Default value: 1.0

HardRelMatrix

Type: Object.Matrix

Modifiers: const


HighDetailOverlay

Type: Material

if high detail mode, use this overlay when no other overlay is active

Instigator

Type: Pawn

Pawn responsible for damage caused by this actor.

Inventory

Type: Inventory

Inventory chain.

JoinedTag

Type: int

Modifiers: const, transient


KStepTag

Type: int

Modifiers: const, native


LastRenderTime

Type: float

Modifiers: transient

last time this actor was rendered.

LatentFloat

Type: float

Modifiers: const


Leaves

Type: array<int>

Modifiers: transient

BSP leaves this actor is in.

Level

Type: LevelInfo

Modifiers: const

Level this actor is on.

LightRenderData

Type: LightRenderDataPtr

Modifiers: const, native


MeshInstance

Type: MeshInstance

Modifiers: transient

Mesh instance.

MessageClass

Type: class<LocalMessage>


Default value: Class'Engine.LocalMessage'

NetPriority

Type: float

Higher priorities means update it more frequently.

Default value: 1.0

NetTag

Type: int

Modifiers: const, transient


NetUpdateFrequency

Type: float

How many net updates per seconds.

Default value: 100.0

NetUpdateTime

Type: float

Time of next replicated variable update. Set this to a time in the past (e.g. Level.TimeSeconds - 1) to force immediate update.

OctreeBox

Type: Object.Box

Modifiers: const, transient

Actor bounding box cached when added to Octree. Internal use only.

OctreeBoxCenter

Type: Object.Vector

Modifiers: const, transient


OctreeBoxRadii

Type: Object.Vector

Modifiers: const, transient


OctreeNodes

Type: array<pointer>

Modifiers: const, transient

Array of nodes of the octree Actor is currently in. Internal use only.

Owner

Type: Actor

Modifiers: const

Owner actor.

PendingTouch

Type: Actor

Actor touched during move which wants to add an effect after the movement completes

PhysicsVolume

Type: PhysicsVolume

Modifiers: const

physics volume this actor is currently in

Projectors

Type: array<ProjectorRenderInfoPtr>

Modifiers: const, native

Projected textures on this actor

Region

Type: PointRegion

Modifiers: const

Region this actor is in.

RelativeLocation

Type: Object.Vector

Modifiers: const

location relative to base/bone (valid if base exists)

RelativeRotation

Type: Object.Rotator

Modifiers: const

rotation relative to base/bone (valid if base exists)

RemoteRole

Type: ENetRole

Remote network role. This is automatically exchanged with Role on the client if the actor is replicated.

Default value: ROLE_DumbProxy

RenderRevision

Type: int

Modifiers: const, native


RepSkin

Type: Material

replicated skin (sets Skins[0] if not none)

Role

Type: ENetRole

Local network role. This is automatically exchanged with RemoteRole on the client if the actor is replicated.

Default value: ROLE_Authority

SimAnim

Type: AnimRep


StaticFilterState

Type: EFilterState

Modifiers: const, native


StaticMeshInstance

Type: StaticMeshInstance

Contains per-instance static mesh data, like static lighting data.

StaticMeshProjectors

Type: array<StaticMeshProjectorRenderInfoPtr>

Modifiers: const, native


StaticSectionBatches

Type: array<BatchReference>

Modifiers: const, native


TimerCounter

Type: float

Modifiers: const

Counts up until it reaches TimerRate.

TimerRate

Type: float

Timer event, 0=no timer.

Touching

Type: array<Actor>

Modifiers: const

List of touching actors.

XLevel

Type: Level

Modifiers: transient, const

Level object. (Not to be confused with the LevelInfo object accessible through the Level property.