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Engine.Actor

Extends
Object
Modifiers
abstract intrinsic

Core.Object
|   
+-- Engine.Actor

Direct Known Subclasses:

Brush, DamageType, Decoration, Effects, HUD, Info, Inventory, Keypoint, Light, Menu, NavigationPoint, Pawn, Projectile, ScoreBoard, Triggers

Constants Summary
Inherited Contants from Core.Object
MaxInt, Pi

Variables Summary
vectorAcceleration
floatAnimLast
floatAnimMinRate
boolbAlwaysTick
boolbAnimFinished
boolbAnimLoop
boolbAnimNotify
ActorBase
boolbAssimilated
boolbDeleteMe
boolbDynamicLight
boolbEdLocked
boolbEdSnap
boolbHighlighted
boolbHurtEntry
boolbInterpolating
boolbIsMover
boolbIsPawn
boolbJustTeleported
boolbLightChanged
boolbMemorized
boolbNetFeel
boolbNetHear
boolbNetInitial
boolbNetOptional
boolbNetOwner
boolbNetSee
modelBrush
boolbSelected
boolbSimulatedPawn
boolbTempEditor
boolbTicked
boolbTimerLoop
intCollisionTag
vectorColLocation
actorDeleted
EDodgeDirDodgeDir
intExtraTag
PawnInstigator
InventoryInventory
actorLatentActor
byteLatentByte
floatLatentFloat
intLatentInt
LevelInfoLevel
intLightingTag
byteMiscNumber
intNetTag
floatOldAnimRate
vectorOldLocation
intOtherTag
ActorOwner
floatPhysAlpha
floatPhysRate
vectorPrePivot
PointRegionRegion
ENetRoleRole
planeSimAnim
intSpecialTag
byteStandingCount
ActorTarget
floatTimerCounter
floatTimerRate
actorTouching[4]
floatTweenRate
LevelXLevel
Advanced
boolbAlwaysRelevant
boolbCanTeleport
boolbCollideWhenPlacing
boolbDirectional
boolbEdShouldSnap
boolbForceStasis
boolbHidden
boolbHiddenEd
boolbHighDetail
boolbIsItemGoal
boolbIsKillGoal
boolbIsSecretGoal
boolbMovable
boolbNoDelete
boolbOnlyOwnerSee
boolbStasis
boolbStatic
boolbTravel
floatLifeSpan
Collision
boolbBlockActors
boolbBlockPlayers
boolbCollideActors
boolbCollideWorld
boolbProjTarget
floatCollisionHeight
floatCollisionRadius
Display
byteAmbientGlow
floatAnimFrame
floatAnimRate
nameAnimSequence
boolbMeshCurvy
boolbMeshEnviroMap
boolbNoSmooth
boolbParticles
boolbShadowCast
boolbUnlit
floatDrawScale
EDrawTypeDrawType
byteFatness
meshMesh
floatScaleGlow
textureSkin
textureSprite
ERenderStyleStyle
textureTexture
Events
nameEvent
nameTag
Filter
boolbDifficulty0
boolbDifficulty1
boolbDifficulty2
boolbDifficulty3
boolbNet
boolbNetSpecial
boolbSinglePlayer
floatOddsOfAppearing
LightColor
byteLightBrightness
byteLightHue
byteLightSaturation
Lighting
boolbActorShadows
boolbCorona
boolbLensFlare
boolbSpecialLit
byteLightCone
ELightEffectLightEffect
byteLightPeriod
byteLightPhase
byteLightRadius
ELightTypeLightType
byteVolumeBrightness
byteVolumeFog
byteVolumeRadius
Movement
boolbBounce
boolbFixedRotationDir
boolbRotateToDesired
floatBuoyancy
rotatorDesiredRotation
vectorLocation
floatMass
EPhysicsPhysics
rotatorRotation
rotatorRotationRate
vectorVelocity
Networking
floatNetPriority
ENetRoleRemoteRole
Object
nameGroup
nameInitialState
Sound
soundAmbientSound
byteSoundPitch
byteSoundRadius
byteSoundVolume
floatTransientSoundVolume
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Parent

Enumerations Summary
EDodgeDir
DODGE_None, DODGE_Left, DODGE_Right, DODGE_Forward, DODGE_Back, DODGE_Active, DODGE_Done
EDrawType
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce,
EInputAction
IST_None, IST_Press, IST_Hold, IST_Release, IST_Axis,
EInputKey
IK_None, IK_LeftMouse, IK_RightMouse, IK_Cancel, IK_MiddleMouse, IK_Unknown05, IK_Unknown06, IK_Unknown07, IK_Backspace, IK_Tab, IK_Unknown0A, IK_Unknown0B, IK_Unknown0C, IK_Enter, IK_Unknown0E, IK_Unknown0F, IK_Shift, IK_Ctrl, IK_Alt, IK_Pause, IK_CapsLock, IK_Unknown15, IK_Unknown16, IK_Unknown17, IK_Unknown18, IK_Unknown19, IK_Unknown1A, IK_Escape, IK_Unknown1C, IK_Unknown1D, IK_Unknown1E, IK_Unknown1F, IK_Space, IK_PageUp, IK_PageDown, IK_End, IK_Home, IK_Left, IK_Up, IK_Right, IK_Down, IK_Select, IK_Print, IK_Execute, IK_PrintScrn, IK_Insert, IK_Delete, IK_Help, IK_0, IK_1, IK_2, IK_3, IK_4, IK_5, IK_6, IK_7, IK_8, IK_9, IK_Unknown3A, IK_Unknown3B, IK_Unknown3C, IK_Unknown3D, IK_Unknown3E, IK_Unknown3F, IK_Unknown40, IK_A, IK_B, IK_C, IK_D, IK_E, IK_F, IK_G, IK_H, IK_I, IK_J, IK_K, IK_L, IK_M, IK_N, IK_O, IK_P, IK_Q, IK_R, IK_S, IK_T, IK_U, IK_V, IK_W, IK_X, IK_Y, IK_Z, IK_Unknown5B, IK_Unknown5C, IK_Unknown5D, IK_Unknown5E, IK_Unknown5F, IK_NumPad0, IK_NumPad1, IK_NumPad2, IK_NumPad3, IK_NumPad4, IK_NumPad5, IK_NumPad6, IK_NumPad7, IK_NumPad8, IK_NumPad9, IK_GreyStar, IK_GreyPlus, IK_Separator, IK_GreyMinus, IK_NumPadPeriod, IK_GreySlash, IK_F1, IK_F2, IK_F3, IK_F4, IK_F5, IK_F6, IK_F7, IK_F8, IK_F9, IK_F10, IK_F11, IK_F12, IK_F13, IK_F14, IK_F15, IK_F16, IK_F17, IK_F18, IK_F19, IK_F20, IK_F21, IK_F22, IK_F23, IK_F24, IK_Unknown88, IK_Unknown89, IK_Unknown8A, IK_Unknown8B, IK_Unknown8C, IK_Unknown8D, IK_Unknown8E, IK_Unknown8F, IK_NumLock, IK_ScrollLock, IK_Unknown92, IK_Unknown93, IK_Unknown94, IK_Unknown95, IK_Unknown96, IK_Unknown97, IK_Unknown98, IK_Unknown99, IK_Unknown9A, IK_Unknown9B, IK_Unknown9C, IK_Unknown9D, IK_Unknown9E, IK_Unknown9F, IK_LShift, IK_RShift, IK_LControl, IK_RControl, IK_UnknownA4, IK_UnknownA5, IK_UnknownA6, IK_UnknownA7, IK_UnknownA8, IK_UnknownA9, IK_UnknownAA, IK_UnknownAB, IK_UnknownAC, IK_UnknownAD, IK_UnknownAE, IK_UnknownAF, IK_UnknownB0, IK_UnknownB1, IK_UnknownB2, IK_UnknownB3, IK_UnknownB4, IK_UnknownB5, IK_UnknownB6, IK_UnknownB7, IK_UnknownB8, IK_UnknownB9, IK_Semicolon, IK_Equals, IK_Comma, IK_Minus, IK_Period, IK_Slash, IK_Tilde, IK_UnknownC1, IK_UnknownC2, IK_UnknownC3, IK_UnknownC4, IK_UnknownC5, IK_UnknownC6, IK_UnknownC7, IK_Joy1, IK_Joy2, IK_Joy3, IK_Joy4, IK_Joy5, IK_Joy6, IK_Joy7, IK_Joy8, IK_Joy9, IK_Joy10, IK_Joy11, IK_Joy12, IK_Joy13, IK_Joy14, IK_Joy15, IK_Joy16, IK_UnknownD8, IK_UnknownD9, IK_UnknownDA, IK_LeftBracket, IK_Backslash, IK_RightBracket, IK_SingleQuote, IK_UnknownDF, IK_JoyX, IK_JoyY, IK_JoyZ, IK_JoyR, IK_MouseX, IK_MouseY, IK_MouseZ, IK_MouseW, IK_JoyU, IK_JoyV, IK_UnknownEA, IK_UnknownEB, IK_MouseWheelUp, IK_MouseWheelDown, IK_Unknown10E, UK_Unknown10F, IK_JoyPovUp, IK_JoyPovDown, IK_JoyPovLeft, IK_JoyPovRight, IK_UnknownF4, IK_UnknownF5, IK_Attn, IK_CrSel, IK_ExSel, IK_ErEof, IK_Play, IK_Zoom, IK_NoName, IK_PA1, IK_OEMClear
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_Unused
ELightType
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop
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_Rolling, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer
ERenderStyle
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated,
ESoundSlot
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,
ETravelType
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
Inherited Enumerations from Core.Object
ESheerAxis

Structures Summary
PointRegion
Zone, iLeaf, ZoneNumber
Inherited Structures from Core.Object
BoundingBox, BoundingVolume, Color, Coords, DynamicArray, DynamicString, Guid, Plane, Rotator, Scale, Vector

Functions Summary
operatorbool != (vector A, vector B)
operatorbool != (rotator A, rotator B)
operatorrotator * (rotator A, float B)
operatorrotator * (float A, rotator B)
operatorvector * (vector A, vector B)
operatorvector * (float A, vector B)
operatorvector * (vector A, float B)
operatorvector *= (out vector A, float B)
operatorrotator *= (out rotator A, float B)
operatorvector *= (out vector A, vector B)
operatorvector + (vector A, vector B)
operatorrotator + (rotator A, rotator B)
operatorvector += (out vector A, vector B)
operatorrotator += (out rotator A, rotator B)
preoperatorvector - (vector A)
operatorvector - (vector A, vector B)
operatorrotator - (rotator A, rotator B)
operatorrotator -= (out rotator A, rotator B)
operatorvector -= (out vector A, vector B)
operatorrotator / (rotator A, float B)
operatorvector / (vector A, float B)
operatorvector /= (out vector A, float B)
operatorrotator /= (out rotator A, float B)
operatorvector << (vector A, rotator B)
operatorbool == (vector A, vector B)
operatorbool == (rotator A, rotator B)
operatorvector >> (vector A, rotator B)
function AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
event AnimEnd ()
event Attach (Actor Other)
event BaseChange ()
function BasedActors (class<actor> BaseClass, out actor Actor)
event BeginEvent ()
event BeginPlay ()
function BroadcastMessage (coerce string[240] Msg, bool bBeep)
event Bump (Actor Other)
function ChildActors (class<actor> BaseClass, out actor Actor)
operatorvector Cross (vector A, vector B)
functionbool Destroy ()
event Destroyed ()
event Detach (Actor Other)
operatorfloat Dot (vector A, vector B)
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
event EndedRotation ()
event EndEvent ()
function Error (coerce string[255] S)
event Expired ()
event Falling ()
function FinishAnim ()
function FinishInterpolation ()
event GainedChild (Actor Other)
functionname GetAnimGroup (name Sequence)
function GetAxes (rotator A, out vector X, out vector Y, out vector Z)
function GetUnAxes (rotator A, out vector X, out vector Y, out vector Z)
event HitWall (vector HitNormal, actor HitWall)
function HurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation)
event InterpolateEnd (actor Other)
function Invert (out vector X, out vector Y, out vector Z)
functionbool IsA (name ClassName)
functionbool IsAnimating ()
event KillCredit (Actor Other)
event KilledBy (pawn EventInstigator)
event Landed (vector HitNormal)
function LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional float MinRate)
event LostChild (Actor Other)
function MakeNoise (float Loudness)
functionvector MirrorVectorByNormal (vector Vect, vector Normal)
functionbool Move (vector Delta)
functionbool MoveSmooth (vector Delta)
functionvector Normal (vector A)
function PlayAnim (name Sequence, optional float Rate, optional float TweenTime)
functionbool PlayerCanSeeMe ()
function PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch)
event PostBeginPlay ()
event PostTeleport (Teleporter OutTeleporter)
event PreBeginPlay ()
eventbool PreTeleport (Teleporter InTeleporter)
function RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
functionrotator RotRand (optional bool bRoll)
function SetBase (actor NewBase)
function SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
functionbool SetCollisionSize (float NewRadius, float NewHeight)
event SetInitialState ()
functionbool SetLocation (vector NewLocation)
function SetOwner (actor NewOwner)
function SetPhysics (EPhysics newPhysics)
functionbool SetRotation (rotator NewRotation)
function SetTimer (float NewTimerRate, bool bLoop)
function Sleep (float Seconds)
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
event Spawned ()
eventActor SpecialHandling (Pawn Other)
event TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType)
event Tick (float DeltaTime)
event Timer ()
event Touch (Actor Other)
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)
function TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
event TravelPostAccept ()
event TravelPreAccept ()
event Trigger (Actor Other, Pawn EventInstigator)
function TweenAnim (name Sequence, float Time)
event UnTouch (Actor Other)
event UnTrigger (Actor Other, Pawn EventInstigator)
function VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
function VisibleCollidingActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
functionvector VRand ()
functionfloat VSize (vector A)
event ZoneChange (ZoneInfo NewZone)
functionstring [ (] GetNextSkin( string[64] Prefix, string[64] CurrentSkin, int Dir)
functionstring [ (] GetMapName( string[32] NameEnding, string[32] MapName, int Dir)
Inherited Functions from Core.Object
!, !=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, Abs, Asc, Atan, BeginState, Clamp, ClassIsChildOf, Cos, Disable, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetEnum, GetStateName, GotoState, InStr, IsInState, Len, Lerp, Log, Loge, Max, Min, Rand, ResetConfig, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, Tan, Warn, [, ^, ^^, |, ||, ~, ~=


Variables Detail

Acceleration Source code

var vector Acceleration;

AnimLast Source code

var float AnimLast;

AnimMinRate Source code

var float AnimMinRate;

bAlwaysTick Source code

var Const bool bAlwaysTick;
Update even when players-only.

bAnimFinished Source code

var bool bAnimFinished;

bAnimLoop Source code

var bool bAnimLoop;

bAnimNotify Source code

var bool bAnimNotify;

Base Source code

var const Actor Base;
Actor we're standing on.

bAssimilated Source code

var transient const bool bAssimilated;

bDeleteMe Source code

var const bool bDeleteMe;
About to be deleted.

bDynamicLight Source code

var bool bDynamicLight;
This light is dynamic.

bEdLocked Source code

var bool bEdLocked;

bEdSnap Source code

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

bHighlighted Source code

var const bool bHighlighted;

bHurtEntry Source code

var bool bHurtEntry;
Keep HurtRadius from being reentrant,

bInterpolating Source code

var bool bInterpolating;
Performing interpolating.

bIsMover Source code

var Const bool bIsMover;

bIsPawn Source code

var const bool bIsPawn;

bJustTeleported Source code

var const bool bJustTeleported;
Used by engine physics - not valid for scripts.

bLightChanged Source code

var transient bool bLightChanged;
Recalculate this light's lighting now.

bMemorized Source code

var const bool bMemorized;

bNetFeel Source code

var const bool bNetFeel;

bNetHear Source code

var const bool bNetHear;

bNetInitial Source code

var const bool bNetInitial;
Initial network update.

bNetOptional Source code

var const bool bNetOptional;

bNetOwner Source code

var const bool bNetOwner;
Player owns this actor.

bNetSee Source code

var const bool bNetSee;

Brush Source code

var const export model Brush;
Brush if DrawType=DT_Brush.

bSelected Source code

var const bool bSelected;
Selected in UnrealEd.

bSimulatedPawn Source code

var const bool bSimulatedPawn;

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).

CollisionTag Source code

var const transient 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.

DodgeDir Source code

var EDodgeDir DodgeDir;

ExtraTag Source code

var const transient int ExtraTag;

Instigator Source code

var Pawn Instigator;
Pawn responsible for damage caused by this actor.

Inventory Source code

var Inventory Inventory;
Inventory chain.

LatentActor Source code

var const actor LatentActor;

LatentByte Source code

var const byte LatentByte;

LatentFloat Source code

var const float LatentFloat;
Internal latent function use.

LatentInt Source code

var const int LatentInt;

Level Source code

var const LevelInfo Level;
Level this actor is on.

LightingTag Source code

var const transient int LightingTag;

MiscNumber Source code

var const byte MiscNumber;

NetTag Source code

var const transient int NetTag;

OldAnimRate Source code

var float OldAnimRate;

OldLocation Source code

var const vector OldLocation;

OtherTag Source code

var const transient int OtherTag;

Owner Source code

var const Actor Owner;
Owner actor.

PhysAlpha Source code

var float PhysAlpha;

PhysRate Source code

var float PhysRate;

PrePivot Source code

var vector PrePivot;
Offset from box center for drawing.

Region Source code

var const PointRegion Region;
Region this actor is in.

Role Source code

var ENetRole Role;

SimAnim Source code

var plane SimAnim;
Only replicated if bReplicateAnimations is true

SpecialTag Source code

var const transient int SpecialTag;

StandingCount Source code

var const byte StandingCount;

Target Source code

var Actor Target;

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[4] Source code

var const actor Touching[4];

TweenRate Source code

var float TweenRate;

XLevel Source code

var const Level XLevel;
Level object.

Advanced

bAlwaysRelevant Source code

var(Advanced) bool bAlwaysRelevant;
Always relevant for network.

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.

bForceStasis Source code

var(Advanced) bool bForceStasis;

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.

bHighDetail Source code

var(Advanced) bool bHighDetail;
The actor only shows up in high or super high detail mode.

bIsItemGoal Source code

var(Advanced) bool bIsItemGoal;

bIsKillGoal Source code

var(Advanced) bool bIsKillGoal;

bIsSecretGoal Source code

var(Advanced) bool bIsSecretGoal;

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.

bOnlyOwnerSee Source code

var(Advanced) bool bOnlyOwnerSee;
Only owner can see this actor.

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.

bStatic Source code

var(Advanced) const bool bStatic;
Does not move or change over time. Don't let L.D.s change this - screws up net play.

bTravel Source code

var(Advanced) bool bTravel;
Actor is capable of travelling among servers.

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

bBlockActors Source code

var(Collision) bool bBlockActors;
Blocks other nonplayer actors.

bBlockPlayers Source code

var(Collision) bool bBlockPlayers;
OBSOLETE - no longer used

bCollideActors Source code

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

bCollideWorld Source code

var(Collision) bool bCollideWorld;
Collides with the world.

bProjTarget Source code

var(Collision) bool bProjTarget;
Projectiles should potentially target this actor.

CollisionHeight Source code

var(Collision) const float CollisionHeight;
Half-height cyllinder.

CollisionRadius Source code

var(Collision) const float CollisionRadius;
Radius of collision cyllinder.

Display

AmbientGlow Source code

var(Display) byte AmbientGlow;
Ambient brightness, or 255=pulsing.

AnimFrame Source code

var(Display) float AnimFrame;

AnimRate Source code

var(Display) float AnimRate;

AnimSequence Source code

var(Display) name AnimSequence;

bMeshCurvy Source code

var(Display) bool bMeshCurvy;

bMeshEnviroMap Source code

var(Display) bool bMeshEnviroMap;

bNoSmooth Source code

var(Display) bool bNoSmooth;

bParticles Source code

var(Display) bool bParticles;

bShadowCast Source code

var(Display) bool bShadowCast;
Casts static shadows.

bUnlit Source code

var(Display) bool bUnlit;
Lights don't affect actor.

DrawScale Source code

var(Display) float DrawScale;
Scaling factor, 1.0=normal size.

DrawType Source code

var(Display) EDrawType DrawType;

Fatness Source code

var(Display) byte Fatness;

Mesh Source code

var(Display) mesh Mesh;
Mesh if DrawType=DT_Mesh.

ScaleGlow Source code

var(Display) float ScaleGlow;

Skin Source code

var(Display) texture Skin;

Sprite Source code

var(Display) texture Sprite;

Style Source code

var(Display) ERenderStyle Style;
Style for rendering sprites, meshes.

Texture Source code

var(Display) texture Texture;
Sprite texture. If DrawType=DT_Sprite

Events

Event Source code

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

Tag Source code

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

Filter

bDifficulty0 Source code

var(Filter) bool bDifficulty0;

bDifficulty1 Source code

var(Filter) bool bDifficulty1;

bDifficulty2 Source code

var(Filter) bool bDifficulty2;

bDifficulty3 Source code

var(Filter) bool bDifficulty3;

bNet Source code

var(Filter) bool bNet;

bNetSpecial Source code

var(Filter) bool bNetSpecial;

bSinglePlayer Source code

var(Filter) bool bSinglePlayer;

OddsOfAppearing Source code

var(Filter) float OddsOfAppearing;

LightColor

LightBrightness Source code

var(LightColor) byte 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.

bCorona Source code

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

bLensFlare Source code

var(Lighting) bool bLensFlare;

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) byte LightRadius;

LightType Source code

var(Lighting) ELightType LightType;

VolumeBrightness Source code

var(Lighting) byte VolumeBrightness;

VolumeFog Source code

var(Lighting) byte VolumeFog;

VolumeRadius Source code

var(Lighting) byte VolumeRadius;

Movement

bBounce Source code

var(Movement) bool bBounce;
Bounces when hits ground fast.

bFixedRotationDir Source code

var(Movement) bool bFixedRotationDir;
Fixed direction of rotation.

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;

Networking

NetPriority Source code

var(Networking) float NetPriority;
Higher priorities means update it more frequently.

RemoteRole Source code

var(Networking) ENetRole RemoteRole;

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.

SoundPitch Source code

var(Sound) byte SoundPitch;
Sound pitch shift, 64.0=none.

SoundRadius Source code

var(Sound) byte SoundRadius;
Radius of ambient sound.

SoundVolume Source code

var(Sound) byte SoundVolume;
Volume of ambient sound.

TransientSoundVolume Source code

var(Sound) float TransientSoundVolume;
Default sound volume for regular sounds (can be overridden in playsound).


Enumerations Detail

EDodgeDir Source code

enum EDodgeDir
{
DODGE_None, DODGE_Left, DODGE_Right, DODGE_Forward, DODGE_Back, DODGE_Active, DODGE_Done
};

EDrawType Source code

enum EDrawType
{
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce,
};
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.

EInputAction Source code

enum EInputAction
{
IST_None, IST_Press, IST_Hold, IST_Release, IST_Axis,
};

EInputKey Source code

enum EInputKey
{
IK_None, IK_LeftMouse, IK_RightMouse, IK_Cancel, IK_MiddleMouse, IK_Unknown05, IK_Unknown06, IK_Unknown07, IK_Backspace, IK_Tab, IK_Unknown0A, IK_Unknown0B, IK_Unknown0C, IK_Enter, IK_Unknown0E, IK_Unknown0F, IK_Shift, IK_Ctrl, IK_Alt, IK_Pause, IK_CapsLock, IK_Unknown15, IK_Unknown16, IK_Unknown17, IK_Unknown18, IK_Unknown19, IK_Unknown1A, IK_Escape, IK_Unknown1C, IK_Unknown1D, IK_Unknown1E, IK_Unknown1F, IK_Space, IK_PageUp, IK_PageDown, IK_End, IK_Home, IK_Left, IK_Up, IK_Right, IK_Down, IK_Select, IK_Print, IK_Execute, IK_PrintScrn, IK_Insert, IK_Delete, IK_Help, IK_0, IK_1, IK_2, IK_3, IK_4, IK_5, IK_6, IK_7, IK_8, IK_9, IK_Unknown3A, IK_Unknown3B, IK_Unknown3C, IK_Unknown3D, IK_Unknown3E, IK_Unknown3F, IK_Unknown40, IK_A, IK_B, IK_C, IK_D, IK_E, IK_F, IK_G, IK_H, IK_I, IK_J, IK_K, IK_L, IK_M, IK_N, IK_O, IK_P, IK_Q, IK_R, IK_S, IK_T, IK_U, IK_V, IK_W, IK_X, IK_Y, IK_Z, IK_Unknown5B, IK_Unknown5C, IK_Unknown5D, IK_Unknown5E, IK_Unknown5F, IK_NumPad0, IK_NumPad1, IK_NumPad2, IK_NumPad3, IK_NumPad4, IK_NumPad5, IK_NumPad6, IK_NumPad7, IK_NumPad8, IK_NumPad9, IK_GreyStar, IK_GreyPlus, IK_Separator, IK_GreyMinus, IK_NumPadPeriod, IK_GreySlash, IK_F1, IK_F2, IK_F3, IK_F4, IK_F5, IK_F6, IK_F7, IK_F8, IK_F9, IK_F10, IK_F11, IK_F12, IK_F13, IK_F14, IK_F15, IK_F16, IK_F17, IK_F18, IK_F19, IK_F20, IK_F21, IK_F22, IK_F23, IK_F24, IK_Unknown88, IK_Unknown89, IK_Unknown8A, IK_Unknown8B, IK_Unknown8C, IK_Unknown8D, IK_Unknown8E, IK_Unknown8F, IK_NumLock, IK_ScrollLock, IK_Unknown92, IK_Unknown93, IK_Unknown94, IK_Unknown95, IK_Unknown96, IK_Unknown97, IK_Unknown98, IK_Unknown99, IK_Unknown9A, IK_Unknown9B, IK_Unknown9C, IK_Unknown9D, IK_Unknown9E, IK_Unknown9F, IK_LShift, IK_RShift, IK_LControl, IK_RControl, IK_UnknownA4, IK_UnknownA5, IK_UnknownA6, IK_UnknownA7, IK_UnknownA8, IK_UnknownA9, IK_UnknownAA, IK_UnknownAB, IK_UnknownAC, IK_UnknownAD, IK_UnknownAE, IK_UnknownAF, IK_UnknownB0, IK_UnknownB1, IK_UnknownB2, IK_UnknownB3, IK_UnknownB4, IK_UnknownB5, IK_UnknownB6, IK_UnknownB7, IK_UnknownB8, IK_UnknownB9, IK_Semicolon, IK_Equals, IK_Comma, IK_Minus, IK_Period, IK_Slash, IK_Tilde, IK_UnknownC1, IK_UnknownC2, IK_UnknownC3, IK_UnknownC4, IK_UnknownC5, IK_UnknownC6, IK_UnknownC7, IK_Joy1, IK_Joy2, IK_Joy3, IK_Joy4, IK_Joy5, IK_Joy6, IK_Joy7, IK_Joy8, IK_Joy9, IK_Joy10, IK_Joy11, IK_Joy12, IK_Joy13, IK_Joy14, IK_Joy15, IK_Joy16, IK_UnknownD8, IK_UnknownD9, IK_UnknownDA, IK_LeftBracket, IK_Backslash, IK_RightBracket, IK_SingleQuote, IK_UnknownDF, IK_JoyX, IK_JoyY, IK_JoyZ, IK_JoyR, IK_MouseX, IK_MouseY, IK_MouseZ, IK_MouseW, IK_JoyU, IK_JoyV, IK_UnknownEA, IK_UnknownEB, IK_MouseWheelUp, IK_MouseWheelDown, IK_Unknown10E, UK_Unknown10F, IK_JoyPovUp, IK_JoyPovDown, IK_JoyPovLeft, IK_JoyPovRight, IK_UnknownF4, IK_UnknownF5, IK_Attn, IK_CrSel, IK_ExSel, IK_ErEof, IK_Play, IK_Zoom, IK_NoName, IK_PA1, IK_OEMClear
};

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_Unused
};
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
};
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_Rolling, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer
};
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,
};
Style for rendering sprites, meshes.

ESoundSlot Source code

enum ESoundSlot
{
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,
};

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.


Structures Detail

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.


Functions Detail

!= Source code

intrinsic(218) static final operator bool != ( vector A, vector B )

!= Source code

intrinsic(203) static final operator bool != ( rotator A, rotator B )

* Source code

intrinsic(287) static final operator rotator * ( rotator A, float B )

* Source code

intrinsic(288) static final operator rotator * ( float A, rotator B )

* Source code

intrinsic(296) static final operator vector * ( vector A, vector B )

* Source code

intrinsic(213) static final operator vector * ( float A, vector B )

* Source code

intrinsic(212) static final operator vector * ( vector A, float B )

*= Source code

intrinsic(221) static final operator vector *= ( out vector A, float B )

*= Source code

intrinsic(290) static final operator rotator *= ( out rotator A, float B )

*= Source code

intrinsic(297) static final operator vector *= ( out vector A, vector B )

+ Source code

intrinsic(215) static final operator vector + ( vector A, vector B )

+ Source code

intrinsic(316) static final operator rotator + ( rotator A, rotator B )

+= Source code

intrinsic(223) static final operator vector += ( out vector A, vector B )

+= Source code

intrinsic(318) static final operator rotator += ( out rotator A, rotator B )

- Source code

intrinsic(211) static final preoperator vector - ( vector A )

- Source code

intrinsic(216) static final operator vector - ( vector A, vector B )

- Source code

intrinsic(317) static final operator rotator - ( rotator A, rotator B )

-= Source code

intrinsic(319) static final operator rotator -= ( out rotator A, rotator B )

-= Source code

intrinsic(224) static final operator vector -= ( out vector A, vector B )

/ Source code

intrinsic(289) static final operator rotator / ( rotator A, float B )

/ Source code

intrinsic(214) static final operator vector / ( vector A, float B )

/= Source code

intrinsic(222) static final operator vector /= ( out vector A, float B )

/= Source code

intrinsic(291) static final operator rotator /= ( out rotator A, float B )

<< Source code

intrinsic(275) static final operator vector << ( vector A, rotator B )

== Source code

intrinsic(217) static final operator bool == ( vector A, vector B )

== Source code

intrinsic(142) static final operator bool == ( rotator A, rotator B )

>> Source code

intrinsic(276) static final operator vector >> ( vector A, rotator B )

AllActors Source code

intrinsic(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.

AnimEnd Source code

event AnimEnd ( )
Notification that the current animation has ended. Allows an object to wait for animation completion before proceeding with other activities.

Attach Source code

event Attach ( Actor Other )

BaseChange Source code

event BaseChange ( )

BasedActors Source code

intrinsic(306) final iterator function BasedActors ( class<actor> BaseClass, out actor Actor )
Returns all actors based on the current actor (slow, like AllActors)

BeginEvent Source code

event BeginEvent ( )

BeginPlay Source code

event BeginPlay ( )

BroadcastMessage Source code

function BroadcastMessage ( coerce string[240] Msg, bool bBeep )

Bump Source code

event Bump ( Actor Other )

ChildActors Source code

intrinsic(305) final iterator function ChildActors ( class<actor> BaseClass, out actor Actor )
ChildActors() returns all actors owned by this actor. Slow like AllActors()

Cross Source code

intrinsic(220) static final operator vector Cross ( vector A, vector B )

Destroy Source code

intrinsic(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 )

Dot Source code

intrinsic(219) static final operator float Dot ( vector A, vector B )

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

intrinsic(233) final function Error ( coerce string[255] S )
Handle an error and kill this one actor.

Expired Source code

event Expired ( )

Falling Source code

event Falling ( )

FinishAnim Source code

intrinsic(261) final latent function FinishAnim ( )

FinishInterpolation Source code

intrinsic(301) final latent function FinishInterpolation ( )

GainedChild Source code

event GainedChild ( Actor Other )

GetAnimGroup Source code

intrinsic(293) final function name GetAnimGroup ( name Sequence )

GetAxes Source code

intrinsic(229) static final function GetAxes ( rotator A, out vector X, out vector Y, out vector Z )

GetUnAxes Source code

intrinsic(230) static final function GetUnAxes ( rotator A, out vector X, out vector Y, out vector Z )

HitWall Source code

event HitWall ( vector HitNormal, actor HitWall )

HurtRadius Source code

final function HurtRadius ( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation )
Hurt locally authoritative actors within the radius.

InterpolateEnd Source code

event InterpolateEnd ( actor Other )

Invert Source code

intrinsic(227) static final function Invert ( out vector X, out vector Y, out vector Z )

IsA Source code

intrinsic(303) final function bool IsA ( name ClassName )

IsAnimating Source code

intrinsic(282) final function bool IsAnimating ( )

KillCredit Source code

event KillCredit ( Actor Other )

KilledBy Source code

event KilledBy ( pawn EventInstigator )

Landed Source code

event Landed ( vector HitNormal )

LoopAnim Source code

intrinsic(260) final function LoopAnim ( name Sequence, optional float Rate, optional float TweenTime, optional float MinRate )

LostChild Source code

event LostChild ( Actor Other )
Called when another actor with this actor as its owner is destroyed.

MakeNoise Source code

intrinsic(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.

MirrorVectorByNormal Source code

intrinsic(300) static final function vector MirrorVectorByNormal ( vector Vect, vector Normal )

Move Source code

intrinsic(266) final function bool Move ( vector Delta )

MoveSmooth Source code

intrinsic(3969) final function bool MoveSmooth ( vector Delta )

Normal Source code

intrinsic(226) static final function vector Normal ( vector A )

PlayAnim Source code

intrinsic(259) final function PlayAnim ( name Sequence, optional float Rate, optional float TweenTime )

PlayerCanSeeMe Source code

intrinsic(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.

PlaySound Source code

intrinsic(264) final function PlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch )
Play a sound effect.

PostBeginPlay Source code

event PostBeginPlay ( )
Called immediately after gameplay begins.

PostTeleport Source code

event PostTeleport ( Teleporter OutTeleporter )

PreBeginPlay Source code

event PreBeginPlay ( )
Called immediately before gameplay begins.

PreTeleport Source code

event bool PreTeleport ( Teleporter InTeleporter )

RadiusActors Source code

intrinsic(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)

RotRand Source code

intrinsic(320) static final function rotator RotRand ( optional bool bRoll )

SetBase Source code

intrinsic(298) final function SetBase ( actor NewBase )

SetCollision Source code

intrinsic(262) final function SetCollision ( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers )

SetCollisionSize Source code

intrinsic(283) final function bool SetCollisionSize ( float NewRadius, float NewHeight )

SetInitialState Source code

simulated event SetInitialState ( )
Called after PostBeginPlay.

SetLocation Source code

intrinsic(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.

SetOwner Source code

intrinsic(272) final function SetOwner ( actor NewOwner )

SetPhysics Source code

intrinsic(3970) final function SetPhysics ( EPhysics newPhysics )

SetRotation Source code

intrinsic(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.

SetTimer Source code

intrinsic(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.

Sleep Source code

intrinsic(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

intrinsic(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.

Spawned Source code

event Spawned ( )

SpecialHandling Source code

event Actor SpecialHandling ( Pawn Other )

TakeDamage Source code

event TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType )

Tick Source code

event Tick ( float DeltaTime )

Timer Source code

event Timer ( )

Touch Source code

event Touch ( Actor Other )

TouchingActors Source code

intrinsic(307) final iterator function TouchingActors ( class<actor> BaseClass, out actor Actor )
Returns all actors touching the current actor (fast).

Trace Source code

intrinsic(277) final function Actor Trace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent )
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

intrinsic(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)

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 )

TweenAnim Source code

intrinsic(294) final function TweenAnim ( name Sequence, float Time )

UnTouch Source code

event UnTouch ( Actor Other )

UnTrigger Source code

event UnTrigger ( Actor Other, Pawn EventInstigator )

VisibleActors Source code

intrinsic(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

intrinsic(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc )
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

VRand Source code

intrinsic(252) static final function vector VRand ( )

VSize Source code

intrinsic(225) static final function float VSize ( vector A )

ZoneChange Source code

event ZoneChange ( ZoneInfo NewZone )

[ Source code

intrinsic(545) final function string [ ( ] GetNextSkin( string[64] Prefix, string[64] CurrentSkin, int Dir )

[ Source code

intrinsic(539) final function string [ ( ] GetMapName( string[32] NameEnding, string[32] MapName, int Dir )



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Creation time: za 22-4-2006 12:53:38.390 - Created with UnCodeX