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Engine.Actor

Extends
Object
Modifiers
abstract native NativeReplication

Core.Object
|   
+-- Engine.Actor

Direct Known Subclasses:

BlockingActor, Brush, DamageType, Decal, Decoration, Effects, EmitterRC, HUD, HudOverlay, Info, Inventory, InventoryAttachment, Keypoint, Ladders, Light, Menu, NavigationPoint, PathNodeIterator, Pawn, Projectile, Projector, SpawnNotify, StaticMeshActor, Triggers, UIFX, UIVegetationGenerator, XParticleEmitter, XParticleForces, XRainRestrictionVolume, XTrailParticle

Constants Summary
NF_NotCsg=1
NF_NotVisBlocking=4
NF_ShootThrough=2
PF_AlphaBlend=0x00020000
PF_AutoUPan=0x00000200
PF_AutoVPan=0x00000400
PF_BigWavy=0x00001000
PF_Environment=0x00000010
PF_FakeBackdrop=0x00000080
PF_Invisible=0x00000001
PF_Masked=0x00000002
PF_Mirrored=0x08000000
PF_Modulated=0x00000040
PF_NoSmooth=0x00000800
PF_Semisolid=0x00000020
PF_SmallWavy=0x00002000
PF_SpecialLit=0x00100000
PF_Translucent=0x00000004
PF_Unlit=0x00400000
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient

Variables Summary
vectorAcceleration
AnimationNotifyAnimationNotify
floatAnimLast
floatAnimMinRate
boolbAlwaysTick
boolbAnimFinished
boolbAnimLoop
boolbAnimNotify
ActorBase
boolbAssimilated
boolbCarriedItem
boolbDeleteMe
boolbDemoRecording
boolbDynamicLight
boolbEditorSelectRender
boolbEdLocked
boolbEdSnap
boolbForcePhysicsUpdate
boolbHandleOwnCorona
boolbHighlighted
boolbHurtEntry
boolbInterpolating
boolbIsInOctree
boolbIsMover
boolbIsPawn
boolbJustTeleported
boolbLightChanged
boolbMemorized
boolbMeshCurvy
boolbNetFeel
boolbNetHear
boolbNetInitial
boolbNetNotify
boolbNetOwner
boolbNetRelevant
boolbNetSee
boolbRepAmbientSound
boolbRepAnimations
boolbRepMesh
modelBrush
boolbScriptInitialized
boolbSelected
boolbSimulatedPawn
boolbSimulatedPawnRep
boolbSkipActorReplication
boolbTempEditor
boolbTicked
boolbTimerLoop
PrimitiveCollisionOverride
intCollisionTag
vectorColLocation
floatCoronaAlpha
actorDeleted
EDodgeDirDodgeDir
intExtraTag
ActorHitActor
PawnInstigator
InventoryInventory
floatLastRenderedTime
actorLatentActor
byteLatentByte
floatLatentFloat
intLatentInt
LevelInfoLevel
pointerLightDataPtr
intLightingTag
pointerMeshDataPtr
SkeletalMeshInstanceMeshInstance
byteMiscNumber
array<MultiTimerType>MultiTimers
pointerNetInitialProperties
intNetTag
floatOldAnimRate
vectorOldLocation
intOtherTag
ActorOwner
floatPhysAlpha
floatPhysRate
array<Projector>ProjectorList
array<Actor>RealTouching
PointRegionRegion
vectorRelativeLocation
rotatorRelativeRotation
RenderIteratorRenderInterface
ENetRoleRole
planeSimAnim
AnimationSkelAnim
intSpecialTag
byteStandingCount
ActorTarget
floatTimerCounter
floatTimerRate
actorTouching[4]
floatTweenRate
LevelXLevel
Advanced
boolbAlwaysRelevant
boolbAnimByOwner
boolbCanTeleport
boolbCollideWhenPlacing
boolbDirectional
boolbEdShouldSnap
boolbForceStasis
boolbGameRelevant
boolbHidden
boolbHiddenEd
boolbHighDetail
boolbIsItemGoal
boolbIsKillGoal
boolbIsSecretGoal
boolbMovable
boolbNetOptional
boolbNetTemporary
boolbNoDelete
boolbOnlyOwnerSee
boolbOwnerNoSee
boolbStasis
boolbStatic
boolbTrailerSameRotation
boolbTravel
floatLifeSpan
Animation
class<AnimationNotify>DefaultAnimationNotify
Collision
boolbBlockActors
boolbBlockPlayers
boolbCollideActors
boolbCollideWorld
boolbPathCollision
boolbProjTarget
boolbUseMeshCollision
boolbWorldGeometry
floatCollisionHeight
floatCollisionRadius
Display
colorActorGUnlitColor
colorActorRenderColor
byteAmbientGlow
floatAnimFrame
floatAnimRate
nameAnimSequence
boolbAlwaysRender
boolbFilterByVolume
boolbMeshEnviroMap
boolbNoDynamicShadowCast
boolbNoSmooth
boolbParticles
boolbProjectorDecal
boolbRandomFrame
boolbRenderMultiEnviroMaps
boolbShadowCast
boolbUnlit
boolbUseLitSprite
floatDrawScale
vectorDrawScale3D
EDrawTypeDrawType
byteFatness
floatLODBias
meshMesh
textureMultiSkins[8]
vectorPrePivot
class<RenderIterator>RenderIteratorClass
floatScaleGlow
meshShadowMesh
textureSkin
textureSprite
floatSpriteProjForward
ERenderStyleStyle
textureTexture
floatVisibilityHeight
floatVisibilityRadius
Events
nameEvent
nameTag
Filter
boolbDifficulty0
boolbDifficulty1
boolbDifficulty2
boolbDifficulty3
boolbNet
boolbNetSpecial
boolbSinglePlayer
floatOddsOfAppearing
LightColor
byteLightBrightness
byteLightHue
byteLightSaturation
Lighting
boolbActorShadows
boolbCorona
boolbDarkLight
boolbLensFlare
boolbSpecialLit
byteLightCone
ELightEffectLightEffect
byteLightPeriod
byteLightPhase
byteLightRadius
ELightTypeLightType
byteVolumeBrightness
byteVolumeFog
byteVolumeRadius
Movement
nameAttachTag
boolbBounce
boolbFixedRotationDir
boolbRotateToDesired
floatBuoyancy
rotatorDesiredRotation
vectorLocation
floatMass
EPhysicsPhysics
rotatorRotation
rotatorRotationRate
vectorVelocity
Networking
boolbReplicateInstigator
floatNetPriority
floatNetUpdateFrequency
ENetRoleRemoteRole
Object
nameGroup
nameInitialState
Sound
soundAmbientSound
byteSoundPitch
byteSoundRadius
byteSoundVolume
floatTransientSoundRadius
floatTransientSoundVolume
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

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_MouseButton4, IK_MouseButton5, IK_MouseButton6, IK_MouseButton7, IK_MouseButton8, 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_Sunlight
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, STY_AlphaBlend,
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
eAnimNotifyEval, ESheerAxis

Structures Summary
MultiTimerType
Func, Rate, Counter
PointRegion
Zone, iLeaf, ZoneNumber
Inherited Structures from Core.Object
BoundingBox, BoundingVolume, Color, Coords, Guid, Plane, Pointer, Quat, Rotator, Scale, Template, Vector

Functions Summary
functionbool AddToPackagesMap (optional string PackageName)
function AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag, optional name MatchEvent)
function AllFrameVerts (out array<vector> Verts)
function AllLibaries (out string LibName, byte Flags)
event AnimEnd ()
event AnimEndOnBone (int BoneIndex)
event Attach (Actor Other)
function AttachActorToBone (Actor Attaching, int Index, optional bool bHardAttach)
function AutonomousPhysics (float DeltaSeconds)
event BaseChange ()
function BasedActors (class<actor> BaseClass, out actor Actor)
function BecomeViewTarget ()
event BeginEvent ()
event BeginPlay ()
event BroadcastMessage (coerce string Msg, optional bool bBeep, optional name Type ))
event Bump (Actor Other)
functionbool CanReachPoint (vector Start, vector End, float ColRadius, float ColHeight, float JumpZ, float XYSpeed)
function ChildActors (class<actor> BaseClass, out actor Actor)
functionstring ConsoleCommand (string Command)
function DeatachFromBone (Actor Other)
event DemoPlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch)
functionbool Destroy ()
event Destroyed ()
event Detach (Actor Other)
function DrawDebugBox (vector Start, vector End, vector Color)
function DrawDebugLine (vector Start, vector End, vector Color)
function DrawDebugSphere (vector Point, float Radius, byte Segments, vector Color)
event DrawEditorSelection (Canvas C)
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
event EndedRotation ()
event EndEvent ()
function Error (coerce string S)
event Expired ()
event Falling ()
functionbool FastTrace (vector TraceEnd, optional vector TraceStart)
event FellOutOfWorld ()))
function FinishAnim ()
function FinishInterpolation ()
event GainedChild (Actor Other)
functionname GetAnimGroup (name Sequence)
functionint GetBestTraceLineVertex (float MinDot, vector CheckPos, vector CheckDir, bool bAnimatedFrame, out vector ResultVert)
functionCoords GetBoneCoords (int Index)
functionint GetBoneIndex (string BoneName)
functionname GetBoneName (int Index)
functionrotator GetBoneRotation (int Index)
functionint GetClosestVertex (vector CheckPos, bool bAnimatedFrame, out vector ResultVert)
functionvector GetExtent ()))
functionString GetHumanName ()))
functionString GetItemName (string FullName ))
functionstring GetMapName (string NameEnding, string MapName, int Dir)
functionstring GetNextInt (string ClassName, int Num)
function GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description)
function GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc)
functionfloat GetSoundDuration (sound Sound)
functionActor GetTriggerActor ()))
functionstring GetURLMap ()
functionint GetVertexCount ()
functionvector GetVertexPos (int iVert, bool bAnimatedFrame)
functionbool HasAnim (name Sequence)
event HitWall (vector HitNormal, actor HitWall)
function HurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation ))
function IntDescIterator (string ClassName, optional out string EntryName, optional out string Desc, optional bool bSingleNames)
event InterpolateEnd (actor Other)
functionbool IsAnimating ()
functionbool IsInPackageMap (optional string PackageName)
event KillCredit (Actor Other)
event KilledBy (pawn EventInstigator)
event Landed (vector HitNormal)
function LinkSkelAnim (Animation Anim)
function LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional float MinRate)
event LostChild (Actor Other)
function MakeNoise (float Loudness)
functionbool MeshTrace (vector Start, vector End, out vector HitNormal, out vector HitLocation)
functionbool Move (vector Delta)
functionbool MoveSmooth (vector Delta)
function NativeExec (string Cmd)
event NotifyLevelChange ()
event NotifyPathDefine (bool bPreNotify)
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 PostNetBeginPlay ()
event PostNetReceive ()
event PostTeleport (Teleporter OutTeleporter)
event PreBeginPlay ()))
eventbool PreTeleport (Teleporter InTeleporter)
function RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
event RenderOverlays (canvas Canvas)
event RenderTexture (ScriptedTexture Tex)
function Reset ()
function ResetSkeletalMesh ()
function SetBase (actor NewBase)
functionbool SetBonePosition (int Index, vector Offset)
functionbool SetBoneRoot (int Index, optional int RootIndex)
functionbool SetBoneRotation (int Index, rotator RotModifier)
functionbool SetBoneScale (int Index, vector New3DScale)
function SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
functionbool SetCollisionSize (float NewRadius, float NewHeight)
function SetDefaultDisplayProperties ()))
function SetDisplayProperties (ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap ))
event SetInitialState ()))
functionbool SetLocation (vector NewLocation)
function SetOwner (actor NewOwner)
function SetPhysics (EPhysics newPhysics)
functionbool SetRotation (rotator NewRotation)
function SetTimer (float NewTimerRate, bool bLoop, optional name InFunc)
functionbool SkelPlayAnim (int Index, name AnimName, optional float Rate, optional float TweenTime, optional bool bLoop, optional float TweenOut)
function Sleep (float Seconds)
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
functionActor SpawnAct (Class<Actor> SpawnClass, vector SpawnLocation, optional rotator SpawnRotation, optional name ActorName, optional Actor SpawnOwner, optional Pawn SpawnInstigator, optional Actor Template, optional bool bMayColFail)
event Spawned ()
eventActor SpecialHandling (Pawn Other)
functionbool StopSkelAnim (int Index, optional bool bCheckFromRoot)
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, optional bool bTraceBSP, optional byte BSPTraceFlags)
function TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
functionbool TraceSurfHitInfo (vector Start, vector End, optional out vector HitLocation, optional out vector HitNormal, optional out Texture HitTex, optional out int HitFlags)
functionbool TraceThisActor (vector TraceEnd, vector TraceStart, optional out vector HitLocation, optional out vector HitNormal, optional vector Extent)
event TravelPostAccept ()
event TravelPreAccept ()
event Trigger (Actor Other, Pawn EventInstigator)
function TriggerEvent (name Action, optional Actor Other, optional Pawn EventInstigator ))
function TweenAnim (name Sequence, float Time)
event UnTouch (Actor Other)
event UnTrigger (Actor Other, Pawn EventInstigator)
function UnTriggerEvent (name Action, optional Actor Other, optional 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, optional bool bIgnoreHidden)
functionString WriteDeathMessage (PlayerReplicationInfo Killer, PlayerReplicationInfo Other, optional name damagetype))
event ZoneChange (ZoneInfo NewZone)
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AlignQuatWith, AllFiles, AllLinkers, AllObjects, AppSeconds, Array_Insert, Array_Remove, Array_Size, Asc, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, Cos, Cross, Disable, Divide, Dot, DynamicLoadObject, Enable, EndState, ExecFunctionStr, Exp, ExtractString, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetDefaultObject, GetEnum, GetParentClass, GetPropertyText, GetStateName, GetUnAxes, GetUnitCoords, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, LoadPackageContents, Localize, Locs, Log, Loge, MakeColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Quad, QuatError, QuatFromAxisAndAngle, QuatGetAngle, QuatGetAxis, QuatGetVect, QuatNormal, QuatRotate, QuatSize, QuatSizeSquared, QuatSlerp, QuatToRotation, QuatVRotate, Rand, RandomSpreadVector, RandRange, ReplaceStr, ResetConfig, Right, RotationToQuat, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, SortArray, SortStaticArray, Sqrt, Square, StaticSaveConfig, StringToName, Tan, TransformCoordsByNormal, TransformRotatorByNormal, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=


Constants Detail

NF_NotCsg Source code

const NF_NotCsg = 1;

NF_NotVisBlocking Source code

const NF_NotVisBlocking = 4;

NF_ShootThrough Source code

const NF_ShootThrough = 2;

PF_AlphaBlend Source code

const PF_AlphaBlend = 0x00020000;

PF_AutoUPan Source code

const PF_AutoUPan = 0x00000200;

PF_AutoVPan Source code

const PF_AutoVPan = 0x00000400;

PF_BigWavy Source code

const PF_BigWavy = 0x00001000;

PF_Environment Source code

const PF_Environment = 0x00000010;

PF_FakeBackdrop Source code

const PF_FakeBackdrop = 0x00000080;

PF_Invisible Source code

const PF_Invisible = 0x00000001;

PF_Masked Source code

const PF_Masked = 0x00000002;

PF_Mirrored Source code

const PF_Mirrored = 0x08000000;

PF_Modulated Source code

const PF_Modulated = 0x00000040;

PF_NoSmooth Source code

const PF_NoSmooth = 0x00000800;

PF_Semisolid Source code

const PF_Semisolid = 0x00000020;

PF_SmallWavy Source code

const PF_SmallWavy = 0x00002000;

PF_SpecialLit Source code

const PF_SpecialLit = 0x00100000;

PF_Translucent Source code

const PF_Translucent = 0x00000004;

PF_Unlit Source code

const PF_Unlit = 0x00400000;


Variables Detail

Acceleration Source code

var vector Acceleration;

AnimationNotify Source code

var AnimationNotify AnimationNotify;

AnimLast Source code

var float AnimLast;

AnimMinRate Source code

var float AnimMinRate;

bAlwaysTick Source code

var Const bool bAlwaysTick;

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;

bAssimilated Source code

var transient const bool bAssimilated;

bCarriedItem Source code

var bool bCarriedItem;

bDeleteMe Source code

var const bool bDeleteMe;

bDemoRecording Source code

var const bool bDemoRecording;

bDynamicLight Source code

var bool bDynamicLight;

bEditorSelectRender Source code

var bool bEditorSelectRender;

bEdLocked Source code

var bool bEdLocked;

bEdSnap Source code

var transient bool bEdSnap;

bForcePhysicsUpdate Source code

var bool bForcePhysicsUpdate;

bHandleOwnCorona Source code

var bool bHandleOwnCorona;

bHighlighted Source code

var const bool bHighlighted;

bHurtEntry Source code

var bool bHurtEntry;

bInterpolating Source code

var bool bInterpolating;

bIsInOctree Source code

var const transient bool bIsInOctree;

bIsMover Source code

var Const bool bIsMover;

bIsPawn Source code

var const bool bIsPawn;

bJustTeleported Source code

var const bool bJustTeleported;

bLightChanged Source code

var transient bool bLightChanged;

bMemorized Source code

var const bool bMemorized;

bMeshCurvy Source code

var bool bMeshCurvy;

bNetFeel Source code

var const bool bNetFeel;

bNetHear Source code

var const bool bNetHear;

bNetInitial Source code

var const bool bNetInitial;

bNetNotify Source code

var bool bNetNotify;

bNetOwner Source code

var const bool bNetOwner;

bNetRelevant Source code

var const bool bNetRelevant;

bNetSee Source code

var const bool bNetSee;

bRepAmbientSound Source code

var bool bRepAmbientSound;

bRepAnimations Source code

var bool bRepAnimations;

bRepMesh Source code

var bool bRepMesh;

Brush Source code

var const export model Brush;

bScriptInitialized Source code

var bool bScriptInitialized;

bSelected Source code

var const bool bSelected;

bSimulatedPawn Source code

var const bool bSimulatedPawn;

bSimulatedPawnRep Source code

var bool bSimulatedPawnRep;

bSkipActorReplication Source code

var bool bSkipActorReplication;

bTempEditor Source code

var transient const bool bTempEditor;

bTicked Source code

var transient const bool bTicked;

bTimerLoop Source code

var bool bTimerLoop;

CollisionOverride Source code

var Primitive CollisionOverride;

CollisionTag Source code

var const transient int CollisionTag;

ColLocation Source code

var const vector ColLocation;

CoronaAlpha Source code

var transient float CoronaAlpha;

Deleted Source code

var const actor Deleted;

DodgeDir Source code

var EDodgeDir DodgeDir;

ExtraTag Source code

var const transient int ExtraTag;

HitActor Source code

var Actor HitActor;

Instigator Source code

var Pawn Instigator;

Inventory Source code

var Inventory Inventory;

LastRenderedTime Source code

var transient float LastRenderedTime;

LatentActor Source code

var const actor LatentActor;

LatentByte Source code

var const byte LatentByte;

LatentFloat Source code

var const float LatentFloat;

LatentInt Source code

var const int LatentInt;

Level Source code

var const LevelInfo Level;

LightDataPtr Source code

var transient pointer LightDataPtr;

LightingTag Source code

var const transient int LightingTag;

MeshDataPtr Source code

var transient pointer MeshDataPtr;

MeshInstance Source code

var const editconst SkeletalMeshInstance MeshInstance;

MiscNumber Source code

var const byte MiscNumber;

MultiTimers Source code

var array<MultiTimerType> MultiTimers;

NetInitialProperties Source code

var transient pointer NetInitialProperties;

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;

PhysAlpha Source code

var float PhysAlpha;

PhysRate Source code

var float PhysRate;

ProjectorList Source code

var transient const array<Projector> ProjectorList;

RealTouching Source code

var transient const array<Actor> RealTouching;

Region Source code

var const PointRegion Region;

RelativeLocation Source code

var vector RelativeLocation;

RelativeRotation Source code

var rotator RelativeRotation;

RenderInterface Source code

var transient RenderIterator RenderInterface;

Role Source code

var ENetRole Role;

SimAnim Source code

var plane SimAnim;

SkelAnim Source code

var Animation SkelAnim;

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;

TimerRate Source code

var float TimerRate;

Touching[4] Source code

var const actor Touching[4];

TweenRate Source code

var float TweenRate;

XLevel Source code

var const Level XLevel;

Advanced

bAlwaysRelevant Source code

var(Advanced) bool bAlwaysRelevant;

bAnimByOwner Source code

var(Advanced) bool bAnimByOwner;

bCanTeleport Source code

var(Advanced) bool bCanTeleport;

bCollideWhenPlacing Source code

var(Advanced) bool bCollideWhenPlacing;

bDirectional Source code

var(Advanced) bool bDirectional;

bEdShouldSnap Source code

var(Advanced) bool bEdShouldSnap;

bForceStasis Source code

var(Advanced) bool bForceStasis;

bGameRelevant Source code

var(Advanced) bool bGameRelevant;

bHidden Source code

var(Advanced) bool bHidden;

bHiddenEd Source code

var(Advanced) bool bHiddenEd;

bHighDetail Source code

var(Advanced) bool bHighDetail;

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;

bNetOptional Source code

var(Advanced) const bool bNetOptional;

bNetTemporary Source code

var(Advanced) const bool bNetTemporary;

bNoDelete Source code

var(Advanced) const bool bNoDelete;

bOnlyOwnerSee Source code

var(Advanced) bool bOnlyOwnerSee;

bOwnerNoSee Source code

var(Advanced) bool bOwnerNoSee;

bStasis Source code

var(Advanced) bool bStasis;

bStatic Source code

var(Advanced) const bool bStatic;

bTrailerSameRotation Source code

var(Advanced) bool bTrailerSameRotation;

bTravel Source code

var(Advanced) bool bTravel;

LifeSpan Source code

var(Advanced) float LifeSpan;

Animation

DefaultAnimationNotify Source code

var(Animation) class<AnimationNotify> DefaultAnimationNotify;

Collision

bBlockActors Source code

var(Collision) bool bBlockActors;

bBlockPlayers Source code

var(Collision) bool bBlockPlayers;

bCollideActors Source code

var(Collision) const bool bCollideActors;

bCollideWorld Source code

var(Collision) bool bCollideWorld;

bPathCollision Source code

var(Collision) bool bPathCollision;

bProjTarget Source code

var(Collision) bool bProjTarget;

bUseMeshCollision Source code

var(Collision) bool bUseMeshCollision;

bWorldGeometry Source code

var(Collision) bool bWorldGeometry;

CollisionHeight Source code

var(Collision) const float CollisionHeight;

CollisionRadius Source code

var(Collision) const float CollisionRadius;

Display

ActorGUnlitColor Source code

var(Display) color ActorGUnlitColor;

ActorRenderColor Source code

var(Display) color ActorRenderColor;

AmbientGlow Source code

var(Display) byte AmbientGlow;

AnimFrame Source code

var(Display) float AnimFrame;

AnimRate Source code

var(Display) float AnimRate;

AnimSequence Source code

var(Display) name AnimSequence;

bAlwaysRender Source code

var(Display) bool bAlwaysRender;

bFilterByVolume Source code

var(Display) bool bFilterByVolume;

bMeshEnviroMap Source code

var(Display) bool bMeshEnviroMap;

bNoDynamicShadowCast Source code

var(Display) bool bNoDynamicShadowCast;

bNoSmooth Source code

var(Display) bool bNoSmooth;

bParticles Source code

var(Display) bool bParticles;

bProjectorDecal Source code

var(Display) bool bProjectorDecal;

bRandomFrame Source code

var(Display) bool bRandomFrame;

bRenderMultiEnviroMaps Source code

var(Display) bool bRenderMultiEnviroMaps;

bShadowCast Source code

var(Display) bool bShadowCast;

bUnlit Source code

var(Display) bool bUnlit;

bUseLitSprite Source code

var(Display) bool bUseLitSprite;

DrawScale Source code

var(Display) float DrawScale;

DrawScale3D Source code

var(Display) vector DrawScale3D;

DrawType Source code

var(Display) EDrawType DrawType;

Fatness Source code

var(Display) byte Fatness;

LODBias Source code

var(Display) float LODBias;

Mesh Source code

var(Display) mesh Mesh;

MultiSkins[8] Source code

var(Display) texture MultiSkins[8];

PrePivot Source code

var(Display) vector PrePivot;

RenderIteratorClass Source code

var(Display) class<RenderIterator> RenderIteratorClass;

ScaleGlow Source code

var(Display) float ScaleGlow;

ShadowMesh Source code

var(Display) mesh ShadowMesh;

Skin Source code

var(Display) texture Skin;

Sprite Source code

var(Display) texture Sprite;

SpriteProjForward Source code

var(Display) float SpriteProjForward;

Style Source code

var(Display) ERenderStyle Style;

Texture Source code

var(Display) texture Texture;

VisibilityHeight Source code

var(Display) float VisibilityHeight;

VisibilityRadius Source code

var(Display) float VisibilityRadius;

Events

Event Source code

var(Events) name Event;

Tag Source code

var(Events) name Tag;

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;

bCorona Source code

var(Lighting) bool bCorona;

bDarkLight Source code

var(Lighting) bool bDarkLight;

bLensFlare Source code

var(Lighting) bool bLensFlare;

bSpecialLit Source code

var(Lighting) bool bSpecialLit;

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

AttachTag Source code

var(Movement) name AttachTag;

bBounce Source code

var(Movement) bool bBounce;

bFixedRotationDir Source code

var(Movement) bool bFixedRotationDir;

bRotateToDesired Source code

var(Movement) bool bRotateToDesired;

Buoyancy Source code

var(Movement) float Buoyancy;

DesiredRotation Source code

var(Movement) rotator DesiredRotation;

Location Source code

var(Movement) const vector Location;

Mass Source code

var(Movement) float Mass;

Physics Source code

var(Movement) EPhysics Physics;

Rotation Source code

var(Movement) const rotator Rotation;

RotationRate Source code

var(Movement) rotator RotationRate;

Velocity Source code

var(Movement) vector Velocity;

Networking

bReplicateInstigator Source code

var(Networking) bool bReplicateInstigator;

NetPriority Source code

var(Networking) float NetPriority;

NetUpdateFrequency Source code

var(Networking) float NetUpdateFrequency;

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;

SoundPitch Source code

var(Sound) byte SoundPitch;

SoundRadius Source code

var(Sound) byte SoundRadius;

SoundVolume Source code

var(Sound) byte SoundVolume;

TransientSoundRadius Source code

var(Sound) float TransientSoundRadius;

TransientSoundVolume Source code

var(Sound) float TransientSoundVolume;


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,
};

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_MouseButton4, IK_MouseButton5, IK_MouseButton6, IK_MouseButton7, IK_MouseButton8, 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_Sunlight
};

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
};

EMusicTransition Source code

enum EMusicTransition
{
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
};

ENetRole Source code

enum ENetRole
{
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
};

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
};

ERenderStyle Source code

enum ERenderStyle
{
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_AlphaBlend,
};

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,
};


Structures Detail

MultiTimerType Source code

struct MultiTimerType
{
var float Counter;
var name Func;
var float Rate;
};


PointRegion Source code

struct PointRegion
{
var int iLeaf;
var zoneinfo Zone;
var byte ZoneNumber;
};



Functions Detail

AddToPackagesMap Source code

native(1718) final function bool AddToPackagesMap ( optional string PackageName )

AllActors Source code

native(304) final iterator function AllActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag, optional name MatchEvent )

AllFrameVerts Source code

native(1722) final function AllFrameVerts ( out array<vector> Verts )

AllLibaries Source code

native(400) final iterator function AllLibaries ( out string LibName, byte Flags )

AnimEnd Source code

event AnimEnd ( )

AnimEndOnBone Source code

event AnimEndOnBone ( int BoneIndex )

Attach Source code

event Attach ( Actor Other )

AttachActorToBone Source code

native(1737) final function AttachActorToBone ( Actor Attaching, int Index, optional bool bHardAttach )

AutonomousPhysics Source code

native(3971) final function AutonomousPhysics ( float DeltaSeconds )

BaseChange Source code

event BaseChange ( )

BasedActors Source code

native(306) final iterator function BasedActors ( class<actor> BaseClass, out actor Actor )

BecomeViewTarget Source code

function BecomeViewTarget ( )

BeginEvent Source code

event BeginEvent ( )

BeginPlay Source code

event BeginPlay ( )

BroadcastMessage Source code

event BroadcastMessage ( coerce string Msg, optional bool bBeep, optional name Type ) )

Bump Source code

event Bump ( Actor Other )

CanReachPoint Source code

native(1716) final function bool CanReachPoint ( vector Start, vector End, float ColRadius, float ColHeight, float JumpZ, float XYSpeed )

ChildActors Source code

native(305) final iterator function ChildActors ( class<actor> BaseClass, out actor Actor )

ConsoleCommand Source code

native function string ConsoleCommand ( string Command )

DeatachFromBone Source code

native(1738) final function DeatachFromBone ( Actor Other )

DemoPlaySound Source code

native simulated event DemoPlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch )

Destroy Source code

native(279) final function bool Destroy ( )

Destroyed Source code

event Destroyed ( )

Detach Source code

event Detach ( Actor Other )

DrawDebugBox Source code

native(1741) final function DrawDebugBox ( vector Start, vector End, vector Color )

DrawDebugLine Source code

native(1740) final function DrawDebugLine ( vector Start, vector End, vector Color )

DrawDebugSphere Source code

native(1742) final function DrawDebugSphere ( vector Point, float Radius, byte Segments, vector Color )

DrawEditorSelection Source code

event DrawEditorSelection ( Canvas C )

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( actor Other )

EndedRotation Source code

event EndedRotation ( )

EndEvent Source code

event EndEvent ( )

Error Source code

native(233) final function Error ( coerce string S )

Expired Source code

event Expired ( )

Falling Source code

event Falling ( )

FastTrace Source code

native(548) final function bool FastTrace ( vector TraceEnd, optional vector TraceStart )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( ) )

FinishAnim Source code

native(261) final latent function FinishAnim ( )

FinishInterpolation Source code

native(301) final latent function FinishInterpolation ( )

GainedChild Source code

event GainedChild ( Actor Other )

GetAnimGroup Source code

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

GetBestTraceLineVertex Source code

native(1724) final function int GetBestTraceLineVertex ( float MinDot, vector CheckPos, vector CheckDir, bool bAnimatedFrame, out vector ResultVert )

GetBoneCoords Source code

native(1728) final function Coords GetBoneCoords ( int Index )

GetBoneIndex Source code

native(1726) final function int GetBoneIndex ( string BoneName )

GetBoneName Source code

native(1727) final function name GetBoneName ( int Index )

GetBoneRotation Source code

native(1744) final function rotator GetBoneRotation ( int Index )

GetClosestVertex Source code

native(1723) final function int GetClosestVertex ( vector CheckPos, bool bAnimatedFrame, out vector ResultVert )

GetExtent Source code

simulated final function vector GetExtent ( ) )

GetHumanName Source code

simulated function String GetHumanName ( ) )

GetItemName Source code

function String GetItemName ( string FullName ) )

GetMapName Source code

native(539) final function string GetMapName ( string NameEnding, string MapName, int Dir )

GetNextInt Source code

native final function string GetNextInt ( string ClassName, int Num )

GetNextIntDesc Source code

native final function GetNextIntDesc ( string ClassName, int Num, out string Entry, out string Description )

GetNextSkin Source code

native(545) final function GetNextSkin ( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc )

GetSoundDuration Source code

native final function float GetSoundDuration ( sound Sound )

GetTriggerActor Source code

function Actor GetTriggerActor ( ) )

GetURLMap Source code

native(547) final function string GetURLMap ( )

GetVertexCount Source code

native(1721) final function int GetVertexCount ( )

GetVertexPos Source code

native(1720) final function vector GetVertexPos ( int iVert, bool bAnimatedFrame )

HasAnim Source code

native(263) final function bool HasAnim ( name Sequence )

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 ) )

IntDescIterator Source code

native(313) final iterator function IntDescIterator ( string ClassName, optional out string EntryName, optional out string Desc, optional bool bSingleNames )

InterpolateEnd Source code

event InterpolateEnd ( actor Other )

IsAnimating Source code

native(282) final function bool IsAnimating ( )

IsInPackageMap Source code

native(1719) final function bool IsInPackageMap ( optional string PackageName )

KillCredit Source code

event KillCredit ( Actor Other )

KilledBy Source code

event KilledBy ( pawn EventInstigator )

Landed Source code

event Landed ( vector HitNormal )

LinkSkelAnim Source code

native final function LinkSkelAnim ( Animation Anim )

LoopAnim Source code

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

LostChild Source code

event LostChild ( Actor Other )

MakeNoise Source code

native(512) final function MakeNoise ( float Loudness )

MeshTrace Source code

native(1725) final function bool MeshTrace ( vector Start, vector End, out vector HitNormal, out vector HitLocation )

Move Source code

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

MoveSmooth Source code

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

NativeExec Source code

static native(1717) final function NativeExec ( string Cmd )

NotifyLevelChange Source code

event NotifyLevelChange ( )

NotifyPathDefine Source code

event NotifyPathDefine ( bool bPreNotify )

PlayAnim Source code

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

PlayerCanSeeMe Source code

native(532) final function bool PlayerCanSeeMe ( )

PlaySound Source code

native(264) final function PlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch )

PostBeginPlay Source code

event PostBeginPlay ( )

PostNetBeginPlay Source code

event PostNetBeginPlay ( )

PostNetReceive Source code

event PostNetReceive ( )

PostTeleport Source code

event PostTeleport ( Teleporter OutTeleporter )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PreTeleport Source code

event bool PreTeleport ( Teleporter InTeleporter )

RadiusActors Source code

native(310) final iterator function RadiusActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )

RenderOverlays Source code

event RenderOverlays ( canvas Canvas )

RenderTexture Source code

event RenderTexture ( ScriptedTexture Tex )

Reset Source code

function Reset ( )

ResetSkeletalMesh Source code

native(1735) final function ResetSkeletalMesh ( )

SetBase Source code

native(298) final function SetBase ( actor NewBase )

SetBonePosition Source code

native(1732) final function bool SetBonePosition ( int Index, vector Offset )

SetBoneRoot Source code

native(1731) final function bool SetBoneRoot ( int Index, optional int RootIndex )

SetBoneRotation Source code

native(1729) final function bool SetBoneRotation ( int Index, rotator RotModifier )

SetBoneScale Source code

native(1730) final function bool SetBoneScale ( int Index, vector New3DScale )

SetCollision Source code

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

SetCollisionSize Source code

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

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap ) )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetLocation Source code

native(267) final function bool SetLocation ( vector NewLocation )

SetOwner Source code

native(272) final function SetOwner ( actor NewOwner )

SetPhysics Source code

native(3970) final function SetPhysics ( EPhysics newPhysics )

SetRotation Source code

native(299) final function bool SetRotation ( rotator NewRotation )

SetTimer Source code

native(280) final function SetTimer ( float NewTimerRate, bool bLoop, optional name InFunc )

SkelPlayAnim Source code

native(1733) final function bool SkelPlayAnim ( int Index, name AnimName, optional float Rate, optional float TweenTime, optional bool bLoop, optional float TweenOut )

Sleep Source code

native(256) final latent function Sleep ( float Seconds )

Spawn Source code

native(278) final function actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation )

SpawnAct Source code

native(1715) final function Actor SpawnAct ( Class<Actor> SpawnClass, vector SpawnLocation, optional rotator SpawnRotation, optional name ActorName, optional Actor SpawnOwner, optional Pawn SpawnInstigator, optional Actor Template, optional bool bMayColFail )

Spawned Source code

event Spawned ( )

SpecialHandling Source code

event Actor SpecialHandling ( Pawn Other )

StopSkelAnim Source code

native(1734) final function bool StopSkelAnim ( int Index, optional bool bCheckFromRoot )

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

native(307) final iterator function TouchingActors ( class<actor> BaseClass, out actor Actor )

Trace Source code

native(277) final function Actor Trace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional bool bTraceBSP, optional byte BSPTraceFlags )

TraceActors Source code

native(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 )

TraceSurfHitInfo Source code

native(1736) final function bool TraceSurfHitInfo ( vector Start, vector End, optional out vector HitLocation, optional out vector HitNormal, optional out Texture HitTex, optional out int HitFlags )

TraceThisActor Source code

native(1739) final function bool TraceThisActor ( vector TraceEnd, vector TraceStart, optional out vector HitLocation, optional out vector HitNormal, optional vector Extent )

TravelPostAccept Source code

event TravelPostAccept ( )

TravelPreAccept Source code

event TravelPreAccept ( )

Trigger Source code

event Trigger ( Actor Other, Pawn EventInstigator )

TriggerEvent Source code

final function TriggerEvent ( name Action, optional Actor Other, optional Pawn EventInstigator ) )

TweenAnim Source code

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

UnTouch Source code

event UnTouch ( Actor Other )

UnTrigger Source code

event UnTrigger ( Actor Other, Pawn EventInstigator )

UnTriggerEvent Source code

final function UnTriggerEvent ( name Action, optional Actor Other, optional Pawn EventInstigator ) )

VisibleActors Source code

native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc )

VisibleCollidingActors Source code

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

WriteDeathMessage Source code

static function String WriteDeathMessage ( PlayerReplicationInfo Killer, PlayerReplicationInfo Other, optional name damagetype) )

ZoneChange Source code

event ZoneChange ( ZoneInfo NewZone )


Defaultproperties

defaultproperties
{
				bMovable=True
				DrawScale3D=(X=1.000000,Y=1.000000,Z=1.000000)
				Role=ROLE_Authority
				RemoteRole=ROLE_DumbProxy
				LODBias=1.000000
				bDifficulty0=True
				bDifficulty1=True
				bDifficulty2=True
				bDifficulty3=True
				bSinglePlayer=True
				bNet=True
				bNetSpecial=True
				OddsOfAppearing=1.000000
				DrawType=DT_Sprite
				Style=STY_Normal
				Texture=Texture'Engine.S_Actor'
				DrawScale=1.000000
				ScaleGlow=1.000000
				Fatness=128
				SpriteProjForward=32.000000
				bRepAnimations=True
				bRepAmbientSound=True
				bRepMesh=True
				SoundRadius=32
				SoundVolume=128
				SoundPitch=64
				TransientSoundVolume=1.000000
				CollisionRadius=22.000000
				CollisionHeight=22.000000
				bJustTeleported=True
				Mass=100.000000
				NetPriority=1.000000
				NetUpdateFrequency=100.000000
}

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Creation time: zo 11-11-2012 21:14:07.709 - Created with UnCodeX