UE2:Actor properties (U2XMP)

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U2XMP Object >> Actor (properties)

Contents

Properties

Property group 'Advanced'

ActorTimeDilation

Type: float

NEW (arl) Slomo for individual actors.

Default value: 1.0

bAcceptsProjectors

Type: bool

Projectors can project onto this actor

bAutoEnableAgent

Type: bool

NEW (arl) Automatically enables all agent channels for this mesh.

bCanTeleport

Type: bool

This actor can be teleported.

bCollideWhenPlacing

Type: bool

This actor collides with the world when placing.

bDeleteMe

Type: bool

Modifiers: const

About to be deleted.

bDifficulty0

Type: bool

actor is present in "EASY" difficulty

Default value: True

bDifficulty1

Type: bool

actor is present in "NORMAL" difficulty

Default value: True

bDifficulty2

Type: bool


Default value: True

bDirectional

Type: bool

Actor shows direction arrow during editing.

bEdCanOverlap

Type: bool

NEW (mdf) If true won't get "in same location as" warnings when building maps.

bEdShouldSnap

Type: bool

Snap to grid in editor.

bGameRelevant

Type: bool

Always relevant for game

bHidden

Type: bool

Is hidden during gameplay.

bHiddenEd

Type: bool

Is hidden during editing.

bHiddenEdGroup

Type: bool

Is hidden by the group brower.

bHiddenRelevant

Type: bool

NEW (mjl) should relevant this actor even though it is bHidden, (for non-bAlwaysRelevant, bHidden actors)

bHiddenUsable

Type: bool


bHighDetail

Type: bool

Only show up on high-detail.

bIgnoreImpactForces

Type: bool


bIgnoreSingularityDamage

Type: bool

NEW (mdf) if true, actor is unaffected by damage from black holes

Default value: True

bIgnoreSingularityForces

Type: bool

NEW (mdf) if true, actor is unaffected by forces from black holes

Default value: True

bLaunchPawns

Type: bool

NEW (mdf) Pawn's should be launched off this actor if they stand/land on it

bLockLocation

Type: bool

Prevent the actor from being moved in the editor.

bManualTick

Type: bool


bMovable

Type: bool

Actor can be moved.

Default value: True

bNeverBatch

Type: bool

NEW (mwp) disable StaticMesh Batching

bNoDelete

Type: bool

Modifiers: const

Cannot be deleted during play.

bRenderLater

Type: bool

actor should be rendered/ticked *after* normal actors have been ticked/rendered, so it can use the result of their render-generated information

bRenderNoPredict

Type: bool


bRequiresWorldZBuffer

Type: bool

Actor should be drawn before the Z buffer has been cleared (before the weapon has been drawn)

bScriptInitialized

Type: bool


bStasis

Type: bool

In StandAlone games, turn off if not in a recently rendered zone turned off if bStasis and physics = PHYS_None or PHYS_Rotating.

bStatic

Type: bool

Modifiers: const


DetailLevel

Type: byte

Actor detail level (0:Low - 2:High)

GoreLevel

Type: byte

Actor gore level (0:None, 1:Low, 1:Medium, 2:High)

LifeSpan

Type: float


Property group 'Collision'

bBlockActors

Type: bool

Blocks other nonplayer actors.

bBlockNavigation

Type: bool

NEW (mdf) if true NPCs will treat this as a blocking actor and try to go around it (useful for small blocking volumes that the player can go onto)

bBlockNonZeroExtentTraces

Type: bool

block non-zero extent actors/traces

Default value: True

bBlockPlayers

Type: bool

Blocks other player actors.

bBlockStepping

Type: bool

NEW (mdf) if true NPCs will avoid stepping/jumping/crouch-stepping onto this actor if they bump it (useful for small blocking volumes that the player can go onto)

bBlockZeroExtentTraces

Type: bool

block zero extent actors/traces

Default value: True

bCanMantle

Type: bool

NEW (mdf) whether actor can be mantled

Default value: True

bCollideActors

Type: bool

Modifiers: const

Collides with other actors.

bCollideWorld

Type: bool

Collides with the world.

bNoStaticMeshCollide

Type: bool

NEW (arl) Force actors with static meshes to use collision cylinder collision instead.

bPathColliding

Type: bool

NEW (mdf) 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

Type: bool

Projectiles should potentially target this actor.

CanEncroachList

Type: array<class<Actor> >

NEW (mdf) list of actors classes that this actor can encroach during movement

CollisionHeight

Type: float

Modifiers: const


Default value: 22.0

CollisionRadius

Type: float

Modifiers: const

Radius of collision cyllinder.

Default value: 22.0

Property group 'Dialog'

Speaker

Type: string


Property group 'Display'

ActorFOV

Type: float

NEW (arl) Actor specific FOV rendering.

AmbientColor

Type: Object.Color

NEW (arl) Base additive ambient color.

AmbientGlow

Type: byte

Ambient brightness, or 255=pulsing.

AnimFrame

Type: float

Current animation frame, 0.0 to 1.0.

AnimRate

Type: float

Animation rate in frames per second, 0=none, negative=velocity scaled.

AnimSequence

Type: name

Animation sequence we're playing.

AntiPortal

Type: ConvexVolume

Convex volume used for DT_AntiPortal

BlurDegree

Type: float

NEW (arl) OSB_EFFECTS

bMustFace

Type: bool

NEW (arl) Set to false if you want this actor to be drawn whether you are facing it or not.

Default value: True

bNoSmooth

Type: bool

Don't smooth actor's texture.

bShadowCast

Type: bool

Casts static shadows.

bStaticLighting

Type: bool

Uses raytraced lighting.

bUnlit

Type: bool

Lights don't affect actor.

bUseDynamicLights

Type: bool

NEW (mwp) UT2K3

Default value: True

DrawScale

Type: float

Modifiers: const

Scaling factor, 1.0=normal size.

Default value: 1.0

DrawScale3D

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

DrawType

Type: EDrawType

Modifiers: const


Default value: DT_Sprite

LODBias

Type: float


Default value: 1.0

Mesh

Type: Mesh

Mesh if DrawType=DT_Mesh.

MeshParams

Type: string

NEW(cdh) Mesh creation parameters if desired

PrePivot

Type: Object.Vector

Offset from box center for drawing.

RenderBoundFactor

Type: float


Default value: 1.0

RenderIteratorClass

Type: class<RenderIterator>

class to instantiate as the actor's RenderInterface

ScaleGlow

Type: float

Multiplies lighting.

Default value: 1.0

Skins

Type: array<Material>

Multiple skin support - not replicated.

SpecialDisplayFlags

Type: int


SpriteProjForward

Type: float

NEW (arl) Distance to move Sprites toward the camera (worldspace).

StaticMesh

Type: StaticMesh


Style

Type: ERenderStyle


Default value: STY_Normal

TerrainZOffset

Type: float

NEW (mdf) for shifting certain actors up on terrain (so they don't sink)

Texture

Type: Material

Sprite texture.if DrawType=DT_Sprite

Default value: Texture'Engine.S_Actor'

VisibilityHeight

Type: float

NEW (mwp) cylinder. Zero=infinite visibility.

VisibilityRadius

Type: float

NEW (mwp) Actor is drawn if viewer is within its visibility

Property group 'Events'

bLocalGameEvent

Type: bool

this event should be saved as a local saved game event

bTravelGameEvent

Type: bool

this event should travel across levels as a saved game event

Event

Type: name

The event this actor causes.

Tag

Type: name


Property group 'Filter'

bDoMissionFiltering

Type: bool


bPostMission110276

Type: bool


bPostMission83

Type: bool


bPreMission00

Type: bool


bPreMission01

Type: bool


Default value: True

bPreMission02

Type: bool


Default value: True

bPreMission03

Type: bool


Default value: True

bPreMission04

Type: bool


Default value: True

bPreMission05

Type: bool


Default value: True

bPreMission06

Type: bool


Default value: True

bPreMission07

Type: bool


Default value: True

bPreMission08

Type: bool


Default value: True

bPreMission09

Type: bool


Default value: True

bPreMission10

Type: bool


Default value: True

bPreMission11

Type: bool


Default value: True

bPreMission12

Type: bool


Default value: True

bPreMission13

Type: bool


Property group 'Force'

ForceRadius

Type: float


ForceScale

Type: float


ForceType

Type: EForceType


Property group 'Karma'

KParams

Type: KarmaParams

Modifiers: export, editinline


Property group 'LightColor'

LightBrightness

Type: byte


LightHue

Type: byte


LightSaturation

Type: byte


Property group 'Lighting'

bActorShadows

Type: bool

Light casts actor shadows.

bCorona

Type: bool

Light uses Skin as a corona.

bDynamicLight

Type: bool

Temporarily treat this as a dynamic light.

bLensFlare

Type: bool

Whether to use zone lens flare.

bLightParticles

Type: bool

Modifiers: const

Use to light particles.

bSpecialLit

Type: bool

Only affects special-lit surfaces.

LightCone

Type: byte


LightEffect

Type: ELightEffect


LightPeriod

Type: byte


LightPhase

Type: byte


LightPriority

Type: float


Default value: 1.0

LightRadius

Type: byte


LightType

Type: ELightType


VolumeBrightness

Type: byte


VolumeFog

Type: byte


VolumeRadius

Type: byte


Property group 'Mounting'

bMountDetachDestroy

Type: bool

Actor should be destroyed on detachment.

MountDetachPhysics

Type: EPhysics

Physics to use on detachment if not being destroyed.

MountOrgLocation

Type: Object.Vector

Origin location for mount, relative to node.

MountOrgRotation

Type: Object.Rotator

Origin rotation for mount, relative to node.

MountParentNode

Type: string

Node name of mesh node to mount at, none for actor origin.

MountParentTag

Type: name

Tag of actor to mount to at level startup.

Property group 'Movement'

AmbientRotationRate

Type: Object.Rotator

NEW (mdf) Ambient rotation rate -- used if non-zero

AttachTag

Type: name


bAllowClipping

Type: bool


bBounce

Type: bool

Bounces when hits ground fast.

bFixedRotationDir

Type: bool

Fixed direction of rotation.

bRotateToDesired

Type: bool

Rotate to DesiredRotation.

Buoyancy

Type: float

Water buoyancy.

DesiredRotation

Type: Object.Rotator

Physics will smoothly rotate actor to this rotation if bRotateToDesired.

FallingAddedAcceleration

Type: Object.Vector


FallingMaxVelocityXY

Type: float

Use to cap XY component of velocity while PHYS_Falling, prior to applying TerminalVelocity. 0 ==> no XY "drift"

Default value: 1.0E7

FallingMaxVelocityZ

Type: float

Use to cap Abs(Z) component of velocity while PHYS_Falling, prior to applying TerminalVelocity. <0 ==> cap "falling down, >0 ==> Cap "falling up", 0 ==> won't fall up/down

Default value: -1.0E7

Location

Type: Object.Vector

Modifiers: const

Actor's location; use Move to set.

Mass

Type: float

Mass of this actor.

Default value: 100.0

Physics

Type: EPhysics

Modifiers: const


Rotation

Type: Object.Rotator

Modifiers: const

Rotation.

RotationRate

Type: Object.Rotator

Change in rotation per second.

SwingFriction

Type: float


SwingGravDir

Type: Object.Vector


Default value:

Member Value
Z -1.0

SwingLength

Type: float


SwingPivot

Type: Object.Vector


Velocity

Type: Object.Vector

Velocity.

Property group 'Object'

Group

Type: name


InitialState

Type: name


Property group 'Sound'

AmbientSound

Type: Sound

Ambient sound effect.

SoundOcclusion

Type: ESoundOcclusion


SoundPitch

Type: byte


Default value: 64

SoundRadius

Type: float

Radius of ambient sound.

Default value: 64.0

SoundVolume

Type: byte

Volume of ambient sound.

Default value: 128

TransientSoundRadius

Type: float


Default value: 80.0

TransientSoundVolume

Type: float

default sound volume for regular sounds (can be overridden in playsound)

Default value: 1.0

Internal variables

See Actor internal variables.