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Core.Object | +-- Engine.Actor
ApexDestructibleActor, Brush, Camera, CameraActor, Controller, CrowdAgentBase, CrowdPopulationManagerBase, DecalActorBase, DecalManager, DMC_Base, DroppedPickup, DynamicSMActor, Emitter, EmitterPool, FluidInfluenceActor, FluidSurfaceActor, FracturedStaticMeshActor, FractureManager, GameCrowdInteractionPoint, GameCrowdReplicationActor, GameExplosionActor, HUD, ImageReflection, ImageReflectionShadowPlane, Info, Inventory, InventoryManager, KAsset, Keypoint, LensFlareSource, Light, MaterialInstanceActor, MaterialInstanceTimeVaryingActor, MatineeActor, NavigationPoint, NavMeshObstacle, Note, NxForceField, NxForceFieldSpawnable, ParticleEventManager, Pawn, PhysAnimTestActor, PrefabInstance, Projectile, PylonSeed, RadialBlurActor, RigidBodyBase, SceneCaptureActor, SkeletalMeshActor, SpeedTreeActor, SplineActor, StaticMeshActorBase, StaticMeshActorBasedOnExtremeContent, Trigger, UDKCarriedObject, UDKVehicleMovementEffect, UDKWeaponShield, UTAvoidMarker, UTGib, UTJumpBootEffect, UTLinkBeamLight, UTVehicleBoostPad, UTWeaponAttachment
Constants Summary | ||
---|---|---|
ACTORMAXSTEPHEIGHT | = | 35.0 |
MINFLOORZ | = | 0.7 |
RBSTATE_ANGVELSCALE | = | 1000.0 |
RBSTATE_LINVELSCALE | = | 10.0 |
RB_NeedsUpdate | = | 0x01 |
RB_None | = | 0x00 |
RB_Sleeping | = | 0x02 |
REP_RBLOCATION_ERROR_TOLERANCE_SQ | = | 16.0f |
TRACEFLAG_Blocking | = | 8 |
TRACEFLAG_Bullet | = | 1 |
TRACEFLAG_PhysicsVolumes | = | 2 |
TRACEFLAG_SkipMovers | = | 4 |
Inherited Contants from Core.Object |
---|
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Inherited Variables from Core.Object |
---|
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary | ||
---|---|---|
ECollisionType COLLIDE_CustomDefault, COLLIDE_NoCollision, COLLIDE_BlockAll, COLLIDE_BlockWeapons, COLLIDE_TouchAll, COLLIDE_TouchWeapons, COLLIDE_BlockAllButWeapons, COLLIDE_TouchAllButWeapons, COLLIDE_BlockWeaponsKickable | ||
EDoubleClickDir DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done | ||
EMoveDir MD_Stationary, MD_Forward, MD_Backward, MD_Left, MD_Right, MD_Up, MD_Down | ||
ENetRole ROLE_None, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority, | ||
EPhysics PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_Spider, PHYS_Ladder, PHYS_RigidBody, PHYS_SoftBody, PHYS_NavMeshWalking, PHYS_Unused, PHYS_Custom, | ||
ETravelType TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative, |
Inherited Enumerations from Core.Object |
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AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary | ||
---|---|---|
ActorReference Actor, Guid | ||
AnimSlotDesc SlotName, NumChannels | ||
AnimSlotInfo SlotName, ChannelWeights | ||
BasedPosition Base, Position, CachedBaseLocation, CachedBaseRotation, CachedTransPosition | ||
CollisionImpactData ContactInfos, TotalNormalForceVector, TotalFrictionForceVector | ||
ImpactInfo HitActor, HitLocation, HitNormal, RayDir, StartTrace, HitInfo | ||
NavReference Nav, Guid | ||
PhysEffectInfo Threshold, ReFireDelay, Effect, Sound | ||
RigidBodyContactInfo ContactPosition, ContactNormal, ContactPenetration, ContactVelocity[2], PhysMaterial[2] | ||
RigidBodyState Position, Quaternion, LinVel, AngVel, bNewData | ||
TimerData bLoop, bPaused, FuncName, Rate, Count, TimerTimeDilation, TimerObj | ||
TraceHitInfo Material, PhysMaterial, Item, LevelIndex, BoneName, HitComponent |
Functions Summary | ||
---|---|---|
![]() | bool | ActivateEventClass (class<SequenceEvent> InClass, Actor InInstigator, const out array<SequenceEvent> EventList, optional const out array<int> ActivateIndices, optional bool bTest, optional out array |
![]() | AllActors (class<actor> BaseClass, out actor Actor, optional class<Interface> InterfaceClass) | |
![]() | AllOwnedComponents (class<Component> BaseClass, out ActorComponent OutComponent) | |
![]() | AnimTreeUpdated (SkeletalMeshComponent SkelMesh) | |
![]() | ApplyFluidSurfaceImpact (FluidSurfaceActor Fluid, vector HitLocation)) | |
![]() | Attach (Actor Other) | |
![]() | AttachComponent (ActorComponent NewComponent) | |
![]() | AutonomousPhysics (float DeltaSeconds) | |
![]() | BaseChange () | |
![]() | BasedActors (class<actor> BaseClass, out actor Actor) | |
![]() | BecomeViewTarget (PlayerController PC) | |
![]() | BeginAnimControl (InterpGroup InInterpGroup) | |
![]() | k2call | bool () |
![]() | k2call | bool () |
![]() | Vector | BP2Vect (BasedPosition BP ) con) |
![]() | BroadcastLocalizedMessage (class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )) | |
![]() | BroadcastLocalizedTeamMessage (int TeamIndex, class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )) | |
![]() | Bump (Actor Other, PrimitiveComponent OtherComp, Vector HitNormal) | |
![]() | bool | CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )) |
![]() | bool | CalculateMinSpeedTrajectory (out vector out_Velocity, vector End, vector Start, float MaxTossSpeed, float MinTossSpeed, optional vector CollisionSize, optional float TerminalVelocity, optional float GravityZ = GetGravityZ(), optional bool bOnlyTraceUp) |
![]() | bool | CanActorPlayFaceFXAnim ())) |
![]() | bool | CanSplash ())) |
![]() | ChartData (string DataName, float DataValue) | |
![]() | bool | CheckForErrors () |
![]() | CheckHitInfo (out TraceHitInfo HitInfo, PrimitiveComponent FallBackComponent, Vector Dir, out Vector out_HitLocation
)) | |
![]() | ChildActors (class<actor> BaseClass, out actor Actor) | |
![]() | bool | ClampRotation (out Rotator out_Rot, Rotator rBase, Rotator rUpperLimits, Rotator rLowerLimits) |
![]() | ClearAllTimers (optional Object inObj) | |
![]() | ClearLatentAction (class<SeqAct_Latent> actionClass, ptional bool bAborted, ptional SeqAct_Latent exceptionAction)) | |
![]() | ClearTimer (optional Name inTimerFunc='Timer', optional Object inObj) | |
![]() | Clock (out float time) | |
![]() | CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bUseOverlapCheck, optional class<Interface> InterfaceClass, optional out TraceHitInfo HitInfo) | |
![]() | CollisionChanged () | |
![]() | ComponentList (class<ActorComponent> BaseClass, out ActorComponent out_Component) | |
![]() | string | ConsoleCommand (string Command, optional bool bWriteToLog = true) |
![]() | ConstraintBrokenNotify (Actor ConOwner, RB_ConstraintSetup ConSetup, RB_ConstraintInstance ConInstance )) | |
![]() | bool | ContainsPoint (vector Spot) |
![]() | AudioComponent | CreateAudioComponent (SoundCue InSoundCue, optional bool bPlay, optional bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation, optional bool bAttachToSelf = true) |
![]() | bool | CreateForceField (const AnimNotify_Forcefield AnimNotifyData )) |
![]() | DebugFreezeGame (optional Actor ActorToLookAt)) | |
![]() | DebugMessagePlayer (coerce String Msg )) | |
![]() | Destroyed () | |
![]() | Detach (Actor Other) | |
![]() | DetachComponent (ActorComponent ExComponent) | |
![]() | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)) | |
![]() | DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)) | |
![]() | DrawDebugBox (vector Center, vector Extent, byte R, byte G, byte B, optional bool bPersistentLines) con) | |
![]() | DrawDebugCone (Vector Origin, Vector Direction, FLOAT Length, FLOAT AngleWidth, FLOAT AngleHeight, INT NumSides, Color DrawColor, optional bool bPersistentLines) con) | |
![]() | DrawDebugCoordinateSystem (vector AxisLoc, Rotator AxisRot, float Scale, optional bool bPersistentLines) con) | |
![]() | DrawDebugCylinder (vector Start, vector End, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines) con) | |
![]() | DrawDebugFrustrum (const out Matrix FrustumToWorld, byte R, byte G, byte B, optional bool bPersistentLines ) con) | |
![]() | DrawDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B, optional bool bPersistentLines) con) | |
![]() | DrawDebugPoint (vector Position, float Size, LinearColor PointColor, optional bool bPersistentLines) con) | |
![]() | DrawDebugSphere (vector Center, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines) con) | |
![]() | DrawDebugStar (vector Position, float Size, byte R, byte G, byte B, optional bool bPersistentLines) con) | |
![]() | DrawDebugString (vector TextLocation, coerce string Text, optional Actor TestBaseActor, optional color TextColor, optional float Duration=-1.f) con) | |
![]() | DynamicActors (class<actor> BaseClass, out actor Actor, optional class<Interface> InterfaceClass) | |
![]() | bool | EffectIsRelevant (vector SpawnLocation, bool bForceDedicated, optional float VisibleCullDistance=5000.0, optional float HiddenCullDistance=350.0 )) |
![]() | EncroachedBy (actor Other) | |
![]() | bool | EncroachingOn (Actor Other) |
![]() | EndViewTarget (PlayerController PC) | |
![]() | Falling () | |
![]() | bool | FastTrace (vector TraceEnd, optional vector TraceStart, optional vector BoxExtent, optional bool bTraceBullet) |
![]() | FellOutOfWorld (class<DamageType> dmgType)) | |
![]() | FindBase () | |
![]() | bool | FindEventsOfClass (class<SequenceEvent> EventClass, optional out array<SequenceEvent> out_EventList, optional bool bIncludeDisabled)) |
![]() | FindGoodEndView (PlayerController PC, out Rotator GoodRotation)) | |
![]() | bool | FindSpot (vector BoxExtent, out vector SpotLocation) |
![]() | FinishAnim (AnimNodeSequence SeqNode) | |
![]() | FinishAnimControl (InterpGroup InInterpGroup) | |
![]() | int | fixedTurn (int Current, int Desired, int DeltaRate) |
![]() | FlushDebugStrings () con) | |
![]() | FlushPersistentDebugLines () con) | |
![]() | ForceNetRelevant ())) | |
![]() | ForceUpdateComponents (optional bool bCollisionUpdate = FALSE, optional bool bTransformOnly = TRUE) | |
![]() | GainedChild (Actor Other) | |
![]() | GetActorEyesViewPoint (out vector out_Location, out Rotator out_Rotation )) | |
![]() | FaceFXAsset | GetActorFaceFXAsset () |
![]() | Vector | GetAggregateBaseVelocity (optional Actor TestBase) |
![]() | GetAimAdhesionExtent (out float Width, out float Height, out vector Center)) | |
![]() | GetAimFrictionExtent (out float Width, out float Height, out vector Center)) | |
![]() | PlayerController | GetALocalPlayerController () |
![]() | vector | GetAvoidanceVector (const out array<Actor> Obstacles, vector GoalLocation, float CollisionRadius, float MaxSpeed, optional int NumSamples = 8, optional float VelocityStepRate = 0.1f, optional float MaxTimeTilOverlap = 1.f) |
![]() | Vector | GetBasedPosition (BasedPosition BP ) con) |
![]() | Actor | GetBaseMost () |
![]() | GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) con) | |
![]() | GetComponentsBoundingBox (out box ActorBox) con) | |
![]() | String | GetDebugName ())) |
![]() | vector | GetDestination (Controller C) |
![]() | AudioComponent | GetFaceFXAudioComponent ())) |
![]() | float | GetGravityZ () |
![]() | String | GetHumanReadableName ())) |
![]() | String | GetItemName (string FullName )) |
![]() | string | GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 )) |
![]() | Guid | GetPackageGuid (name PackageName) |
![]() | String | GetPhysicsName ())) |
![]() | float | GetRemainingTimeForTimer (optional name TimerFuncName = 'Timer', optional Object inObj)) |
![]() | vector | GetTargetLocation (optional actor RequestedBy, optional bool bRequestAlternateLoc) con) |
![]() | byte | GetTeamNum () |
![]() | float | GetTerminalVelocity () |
![]() | float | GetTimerCount (optional Name inTimerFunc='Timer', optional Object inObj) |
![]() | float | GetTimerRate (optional name TimerFuncName = 'Timer', optional Object inObj) |
![]() | string | GetURLMap () |
![]() | bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType) |
![]() | HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp )) | |
![]() | bool | HurtRadius (float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, optional Actor IgnoredActor, optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None, optional bool bDoFullDamage
)) |
![]() | InterpolationChanged (SeqAct_Interp InterpAction) | |
![]() | InterpolationFinished (SeqAct_Interp InterpAction) | |
![]() | InterpolationStarted (SeqAct_Interp InterpAction, InterpGroupInst GroupInst) | |
![]() | bool | IsActorPlayingFaceFXAnim ())) |
![]() | bool | IsBasedOn (Actor TestActor) |
![]() | bool | IsBlockedBy (const Actor Other) con) |
![]() | bool | IsInPain ())) |
![]() | bool | IsInPersistentLevel (optional bool bIncludeLevelStreamingPersistent) con) |
![]() | bool | IsOverlapping (Actor A) |
![]() | bool | IsOwnedBy (Actor TestActor) |
![]() | bool | IsPlayerOwned () |
![]() | bool | IsStationary ())) |
![]() | bool | IsTimerActive (optional Name inTimerFunc='Timer', optional Object inObj) |
![]() | KilledBy (pawn EventInstigator) | |
![]() | Landed (vector HitNormal, actor FloorActor) | |
![]() | LocalPlayerControllers (class<PlayerController> BaseClass, out PlayerController PC) | |
![]() | LostChild (Actor Other) | |
![]() | MakeNoise (float Loudness, optional Name NoiseType) | |
![]() | MatchStarting () | |
![]() | ModifyHearSoundComponent (AudioComponent AC) | |
![]() | ModifyTimerTimeDilation (const name TimerName, const float InTimerTimeDilation, optional Object inObj) | |
![]() | bool | Move (vector Delta) |
![]() | bool | MoveSmooth (vector Delta) |
![]() | EMoveDir | MovingWhichWay (out float Amount) |
![]() | NativePostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) | |
![]() | NotifyLocalPlayerTeamReceived () | |
![]() | NotifySkelControlBeyondLimit (SkelControlLookAt LookAt) | |
![]() | OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) | |
![]() | OnAnimPlay (AnimNodeSequence SeqNode) | |
![]() | OnAttachToActor (SeqAct_AttachToActor Action)) | |
![]() | OnChangeCollision (SeqAct_ChangeCollision Action)) | |
![]() | OnDestroy (SeqAct_Destroy Action)) | |
![]() | OnModifyHealth (SeqAct_ModifyHealth Action)) | |
![]() | OnRanOver (SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex) | |
![]() | OnRigidBodySpringOverextension (RB_BodyInstance BodyInstance) | |
![]() | OnSetBlockRigidBody (SeqAct_SetBlockRigidBody Action)) | |
![]() | OnSetPhysics (SeqAct_SetPhysics Action)) | |
![]() | OnSetVelocity (SeqAct_SetVelocity Action )) | |
![]() | OnSleepRBPhysics () | |
![]() | OnTeleport (SeqAct_Teleport Action)) | |
![]() | OnToggleHidden (SeqAct_ToggleHidden Action)) | |
![]() | OnWakeRBPhysics () | |
![]() | OutsideWorldBounds ())) | |
![]() | OverlappingActors (class<Actor> BaseClass, out Actor out_Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden) | |
![]() | bool | OverRotated (out Rotator out_Desired, out Rotator out_Actual) |
![]() | PauseTimer (bool bPause, optional Name inTimerFunc='Timer', optional Object inObj) | |
![]() | PawnBaseDied () | |
![]() | PhysicsVolumeChange (PhysicsVolume NewVolume) | |
![]() | bool | PlayActorFaceFXAnim (FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay) |
![]() | bool | PlayerCanSeeMe (optional bool bForceLOSCheck) |
![]() | bool | PlayParticleEffect (const AnimNotify_PlayParticleEffect AnimNotifyData )) |
![]() | PlaySound (SoundCue InSoundCue, optional bool bNotReplicated, optional bool bNoRepToOwner, optional bool bStopWhenOwnerDestroyed, optional vector SoundLocation, optional bool bNoRepToRelevant) | |
![]() | PlayTeleportEffect (bool bOut, bool bSound) | |
![]() | bool | PointCheckComponent (PrimitiveComponent InComponent, vector PointLocation, vector PointExtent) |
![]() | k2override | PostBeginPlay () |
![]() | PostDemoRewind () | |
![]() | PostInitAnimTree (SkeletalMeshComponent SkelComp) | |
![]() | PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) | |
![]() | PostTeleport (Teleporter OutTeleporter) | |
![]() | PostTouch (Actor Other) | |
![]() | PreBeginPlay ())) | |
![]() | PrestreamTextures (float Seconds, bool bEnableStreaming, optional int CinematicTextureGroups = 0) | |
![]() | bool | PreTeleport (Teleporter InTeleporter) |
![]() | RanInto (Actor Other) | |
![]() | ReattachComponent (ActorComponent ComponentToReattach) | |
![]() | ReceivedNewEvent (SequenceEvent Evt)) | |
![]() | ReplaceText (out string Text, string Replace, string With)) | |
![]() | ReplicatedEvent (name VarName) | |
![]() | ReplicationEnded () | |
![]() | Reset () | |
![]() | ResetTimerTimeDilation (const name TimerName, optional Object inObj) | |
![]() | RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex) | |
![]() | RootMotionExtracted (SkeletalMeshComponent SkelComp, out BoneAtom ExtractedRootMotionDelta) | |
![]() | RootMotionModeChanged (SkeletalMeshComponent SkelComp) | |
![]() | RootMotionProcessed (SkeletalMeshComponent SkelComp) | |
![]() | byte | ScriptGetTeamNum ())) |
![]() | SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion) | |
![]() | SetBase (actor NewBase, optional vector NewFloor, optional SkeletalMeshComponent SkelComp, optional name AttachName) | |
![]() | SetBasedPosition (out BasedPosition BP, Vector Pos, optional Actor ForcedBase ) con) | |
![]() | SetCollision (optional bool bNewColActors, optional bool bNewBlockActors, optional bool bNewIgnoreEncroachers) | |
![]() | SetCollisionSize (float NewRadius, float NewHeight) | |
![]() | SetCollisionType (ECollisionType NewCollisionType) | |
![]() | SetDrawScale (float NewScale) | |
![]() | SetDrawScale3D (vector NewScale3D) | |
![]() | SetForcedInitialReplicatedProperty (Property PropToReplicate, bool bAdd) | |
![]() | SetHardAttach (optional bool bNewHardAttach) | |
![]() | SetHidden (bool bNewHidden) | |
![]() | SetHUDLocation (vector NewHUDLocation) | |
![]() | SetInitialState ())) | |
![]() | SetMorphWeight (name MorphNodeName, float MorphWeight) | |
![]() | SetNetUpdateTime (float NewUpdateTime) | |
![]() | SetOnlyOwnerSee (bool bNewOnlyOwnerSee) | |
![]() | SetOwner (actor NewOwner) | |
![]() | SetPhysics (EPhysics newPhysics) | |
![]() | bool | SetRelativeLocation (vector NewLocation) |
![]() | bool | SetRelativeRotation (rotator NewRotation) |
![]() | bool | SetRotation (rotator NewRotation) |
![]() | SetSkelControlScale (name SkelControlName, float Scale) | |
![]() | SetTickGroup (ETickingGroup NewTickGroup) | |
![]() | SetTickIsDisabled (bool bInDisabled) | |
![]() | SetTimer (float InRate, optional bool inbLoop, optional Name inTimerFunc='Timer', optional Object inObj) | |
![]() | SetZone (bool bForceRefresh) | |
![]() | bool | ShouldBeHiddenBySHOW_NavigationNodes () |
![]() | ShutDown ())) | |
![]() | Sleep (float Seconds) | |
![]() | actor | Spawn (class |
![]() | SpawnedByKismet () | |
![]() | Actor | SpecialHandling (Pawn Other) |
![]() | StopActorFaceFXAnim () | |
![]() | bool | StopsProjectile (Projectile P)) |
![]() | bool | SuggestTossVelocity (out vector TossVelocity, vector Destination, vector Start, float TossSpeed, optional float BaseTossZ, optional float DesiredZPct, optional vector CollisionSize, optional float TerminalVelocity, optional float OverrideGravityZ, optional bool bOnlyTraceUp) |
![]() | bool | SupportsKismetModification (SequenceOp AskingOp, out string Reason) con) |
![]() | TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent=1.f
)) | |
![]() | k2override | Tick (float DeltaTime) |
![]() | Timer () | |
![]() | TornOff () | |
![]() | k2override | Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal) |
![]() | TouchingActors (class<actor> BaseClass, out actor Actor) | |
![]() | Actor | Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags) |
![]() | TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags) | |
![]() | bool | TraceAllPhysicsAssetInteractions (SkeletalMeshComponent SkelMeshComp, Vector EndTrace, Vector StartTrace, out Array<ImpactInfo> out_Hits, optional Vector Extent) |
![]() | bool | TraceComponent (out vector HitLocation, out vector HitNormal, PrimitiveComponent InComponent, vector TraceEnd, optional vector TraceStart, optional vector Extent, optional out TraceHitInfo HitInfo, optional bool bComplexCollision) |
![]() | TrailsNotify (const AnimNotify_Trails AnimNotifyData) | |
![]() | TrailsNotifyEnd (const AnimNotify_Trails AnimNotifyData) | |
![]() | TrailsNotifyTick (const AnimNotify_Trails AnimNotifyData) | |
![]() | bool | TriggerEventClass (class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1, optional bool bTest, optional out array<SequenceEvent> ActivatedEvents)) |
![]() | bool | TriggerGlobalEventClass (class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1)) |
![]() | UnClock (out float time) | |
![]() | k2override | UnTouch (Actor Other) |
![]() | bool | UsedBy (Pawn User)) |
![]() | Vect2BP (out BasedPosition BP, Vector Pos, optional Actor ForcedBase ) con) | |
![]() | VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc) | |
![]() | VisibleCollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden, optional vector Extent, optional bool bTraceActors, optional class<Interface> InterfaceClass, optional out TraceHitInfo HitInfo) | |
![]() | VolumeBasedDestroy (PhysicsVolume PV)) | |
![]() | bool | WillOverlap (vector PosA, vector VelA, vector PosB, vector VelB, float StepSize, float Radius, out float Time) |
Constants Detail |
---|
when bReplicateRigidBodyLocation is true, the root body of a ragdoll will be replicated but this is not entirely accurate (and isn't meant to be) as the other bodies in the ragdoll may interfere this can then result in jittering from the client constantly trying to apply the replicated value so if the client's error is less than this amount from the replicated value, it will be ignored
List of extra trace flags
Variables Detail |
---|
All actor components which are directly or indirectly attached to the actor.
array of actors attached to this actor.
If true (and is an encroacher) will do the encroachment check inside MoveActor even if there is no movement. This is useful for objects that may change bounding box but not actually move.
Should call OnWakeRBPhysics/OnSleepRBPhysics events
Determines whether or not adhesion code should attempt to adhere to this actor.
Determines whether or not friction code should attempt to friction to this actor.
If true, this actor collides as an encroacher, even if its physics is not PHYS_RigidBody or PHYS_Interpolating
Set TRUE if a component is ever attached which is outside the world. OutsideWorldBounds will be called in Tick in this case.
Demo recording driver owns this actor.
Set when we are currently replicating this Actor into a demo
If TRUE, when an InterpActor (Mover) encroaches or runs into this Actor, it is destroyed, and will not stop the mover.
whether we already exchanged Role/RemoteRole on the client, as removing then readding a streaming level causes all initialization to be performed again even though the actor may not have actually been reloaded
always allow Kismet to modify this Actor, even if it's static and not networked (e.g. for server side only stuff)
force Actor to be relevant for demos (only works on dynamic actors)
When set to TRUE will force this actor to immediately be considered for replication, instead of waiting for NetUpdateTime
If TRUE, components of this Actor will only ever be placed into one node of the octree. This makes insertion faster, but may impact runtime performance
whether this Actor may return an alternate location from GetTargetLocation() when bRequestAlternateLoc is true (used as an early out when tracing to those locations, etc)
Ignore Unreal collisions between PHYS_RigidBody pawns (vehicles/ragdolls) and this actor (only relevant if bIgnoreEncroachers is false)
Used to determine when we stop moving, so we can update PreviousLocalToWorld to stop motion blurring.
Controls whether move operations should collide with destructible pieces or not.
Should replicate initial rotation. This property should never be changed during execution, as the client and server rely on the default value of this property always being the same.
Is this actor still pending a full net update due to clients that weren't able to replicate the actor at the time of LastNetUpdateTime
IF true, may call PostRenderFor() even when this actor is not visible
whether encroachers can push this Actor (only relevant if bIgnoreEncroachers is false and not an encroacher ourselves) if false, the encroacher gets EncroachingOn() called immediately instead of trying to safely move this actor first
RigidBody of CollisionComponent was awake last frame -- used to call OnWakeRBPhysics/OnSleepRBPhysics events
Whether to route BeginPlay even if the actor is static.
if set, this Actor and all of its components are not ticked. Modify via SetTickIsDisabled() this flag has no effect on bStatic Actors
The actor components which are attached directly to the actor's location/rotation.
Allow each actor to run at a different time speed
A fence to track when the primitive is detached from the scene in the rendering thread.
List of all events currently associated with this actor
Bitflag to represent which views this actor is hidden in, via per-view group visibilty
Last time this actor was updated for replication via NetUpdateTime or bForceNetUpdate @warning: internal net driver time, not related to WorldInfo.TimeSeconds
The value of WorldInfo->TimeSeconds for the frame when this actor was last rendered. This is written from the render thread, which is up to a frame behind the game thread, so you should allow this time to be at least a frame behind the game thread's world time before you consider the actor non-visible. There's an equivalent variable in PrimitiveComponent.
List of all latent actions currently active on this actor
Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate
Internal - used by UWorld::ServerTickClients()
How often (per second) this actor will be considered for replication, used to determine NetUpdateTime
Next time this actor will be considered for replication, set by SetNetUpdateTime()
PLEASE NOTE DesiredRotation is removed This DesiredRotation is moved to Pawn to remove redundant variables usage. (i.e. between Pawn and Controller) Pawn now handles all DesiredRotation and it is only one place. All Actor's DesiredRotation won't work anymore - Use RotationRate to control Actor's rotation
location relative to base/bone (valid if base exists)
rotation relative to base/bone (valid if base exists)
used when collision is changed via Kismet "Change Collision" action to set component flags on the CollisionComponent will not modify replicated Actor flags regardless of setting
List of all events that this actor can support, for use by the editor
How often to tick this actor. If 0, tick every frame
How far from the player to stop decreasing the tick, with a linear fall off from TickFrequencyDecreaseDistanceStart
How far from the player to start decreasing the tick, with a linear fall off until TickFrequencyDecreaseDistanceEnd
This is the time before we force the TickFrequency to TickFrequencyAtEndDistance
The ticking group this actor belongs to
This is going to scale this timer's values by this amoun
How long has it been since the last tick? Once this reaches TickFrequency, Tick the actor with a DeltaTime for how long since last
If true, texture streaming code iterates over all StaticMeshComponents found on this actor when building texture streaming information.
When the actor is TickFrequencyDecreaseDistanceEnd from the player, tick at this frequency (in seconds, bigger is less frequent ticks). If this is 0, no decrease in frequency will occur
Uses 'hard' attachment code. bBlockActor must also be false. This actor cannot then move relative to base (setlocation etc.).
If TRUE, this actor ignores the effects of changes in its base's rotation on its location and rotation.
If TRUE, BaseSkelComponent is used as the shadow parent for this actor.
If TRUE, PHYS_Walking will attempt to step up onto this object when it hits it
mirrored copy of CollisionComponent's BlockRigidBody for the Actor property window for LDs (so it's next to CollisionType) purely for editing convenience and not used at all by the physics code
For encroachers, don't do the overlap check when they move. You will not get touch events for this actor moving, but it is much faster. So if you want touch events from volumes or triggers you need to set this to be FALSE. This is an optimisation for large numbers of PHYS_RigidBody actors for example.
If true, do a zero-extent trace each frame from old to new Location when in PHYS_RigidBody. If it hits the world (ie might be tunneling), call FellOutOfWorld.
enum for LDs to select collision options - sets Actor flags and that of our CollisionComponent via PostEditChange()
If this is True, all PrimitiveComponents of the actor are hidden. If this is false, only PrimitiveComponents with HiddenGame=True are hidden.
Scaling vector, (1.0,1.0,1.0)=normal size.
Scaling factor, 1.0=normal size.
Color to tint the icon for this actor
Offset from box center for drawing.
Actor's location; use Move or SetLocation to change.
The actor's rotation; use SetRotation to change.
indicates that this Actor can dynamically block AI paths
Whether this actor will interact with fluid surfaces or not.
Enumerations Detail |
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COLLIDE_CustomDefault, COLLIDE_NoCollision, COLLIDE_BlockAll, COLLIDE_BlockWeapons, COLLIDE_TouchAll, COLLIDE_TouchWeapons, COLLIDE_BlockAllButWeapons, COLLIDE_TouchAllButWeapons, COLLIDE_BlockWeaponsKickable};
DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done};
The set of Directions an actor can be moving
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_Spider, PHYS_Ladder, PHYS_RigidBody, PHYS_SoftBody, PHYS_NavMeshWalking, PHYS_Unused, PHYS_Custom,};
Structures Detail |
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var(Actor) Actor Actor;};
var(Actor) editconst const guid Guid;
Struct used for cross level actor references
Used to indicate each slot name and how many channels they have.
NumChannels:Number of channels that are available in this slot.SlotName:Name of the slot.
Struct used for passing information from Matinee to an Actor for blending animations during a sequence.
ChannelWeights:Strength of each Channel within this Slot. Channel indexs are determined by track order in Matinee.SlotName:Name of slot that we want to play the animtion in.
var(Actor) Actor Base;};
var Vector CachedBaseLocation;
var Rotator CachedBaseRotation;
var Vector CachedTransPosition;
var(Actor) Vector Position;
Struct for handling positions relative to a base actor, which is potentially moving
var array<RigidBodyContactInfo> ContactInfos;};
var vector TotalFrictionForceVector;
var vector TotalNormalForceVector;
Information about an overall collision, including contacts @warning: C++ mirroring is in UnPhysPublic.h
ContactInfos:all the contact points in the collisionTotalFrictionForceVector:the total counterforce applied of the two objects sliding against each otherTotalNormalForceVector:the total force applied as the two objects push against each other
var Actor HitActor;};
var TraceHitInfo HitInfo;
var vector HitLocation;
var vector HitNormal;
var vector RayDir;
var vector StartTrace;
Hit definition struct. Mainly used by Instant Hit Weapons.
HitActor:Actor HitHitInfo:Trace Hit Info (material, bonename...)HitLocation:world location of hit impactHitNormal:Hit normal of impactRayDir:Direction of ray when hitting actorStartTrace:Start location of trace
var(Actor) editconst const guid Guid;};
var(Actor) NavigationPoint Nav;
Slow version of deref that will use GUID if Actor is NULL
var(Actor) ParticleSystem Effect;};
var(Actor) float ReFireDelay;
var(Actor) SoundCue Sound;
var(Actor) float Threshold;
Struct used to pass back information for physical impact effect
var vector ContactNormal;};
var float ContactPenetration;
var vector ContactPosition;
var vector ContactVelocity[2];
var PhysicalMaterial PhysMaterial[2];
Information about one contact between a pair of rigid bodies @warning: C++ mirroring is in UnPhysPublic.h
var vector AngVel;};
var byte bNewData;
var vector LinVel;
var vector Position;
var Quat Quaternion;
describes the physical state of a rigid body @warning: C++ mirroring is in UnPhysPublic.h
var bool bLoop;};
var bool bPaused;
var float Count;
var Name FuncName;
var float Rate;
var Object TimerObj;
var float TimerTimeDilation;
var name BoneName;};
var PrimitiveComponent HitComponent;
var int Item;
var int LevelIndex;
var Material Material;
var PhysicalMaterial PhysMaterial;
Functions Detail |
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Iterates through the given list of events and looks for all matching events, activating them as found.
@return true if an event was found and activated
Iterates over all components directly or indirectly attached to this actor.
@param BaseClass - Only components deriving from BaseClass will be iterated upon.
@param OutComponent - The iteration variable.
Notification called when one of our meshes gets his AnimTree updated
Called when this actor touches a fluid surface
Adds a component to the actor's components array, attaching it to the actor.
@param NewComponent - The component to attach.
Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.
This will take the BasedPosition passed and return a Vector for it
Calculate camera view point, when viewing this actor.
@param fDeltaTime delta time seconds since last update
@param out_CamLoc Camera Location
@param out_CamRot Camera Rotation
@param out_FOV Field of View
@return true if Actor should provide the camera point of view.
CalculateMinSpeedTrajectory() returns a velocity that will result in a trajectory that minimizes the speed of the projectile within the given range
@param out_Velocity - out param stuffed with the computed velocity to use
@param End - desired end point of arc
@param Start - desired start point of arc
@param MaxTossSpeed - Max acceptable speed of projectile
@param MinTossSpeed - Min Acceptable speed of projectile
@param CollisionSize (optional) - is the size of bunding box of the tossed actor (defaults to (0,0,0)
@param TerminalVelocity (optional) - terminal velocity of the projectile
@param GravityZ (optional) - gravity inflicted upon the projectile in the z direction
@param bOnlyTraceUp (optional) - when TRUE collision checks verifying the arc will only be done along the upward portion of the arc
@return - TRUE/FALSE depending on whether a valid arc was computed
Returns FALSE if Actor can play facefx Implement in sub-class.
Draw some value over time onto the StatChart. Toggle on and off with
Make sure we pass along a valid HitInfo struct for damage. The main reason behind this is that SkeletalMeshes do require a BoneName to receive and process an impulse... So if we don't have access to it (through touch() or for any non trace damage results), we need to perform an extra trace call().
@param HitInfo, initial structure to check
@param FallBackComponent, PrimitiveComponent to use if HitInfo.HitComponent is none
@param Dir, Direction to use if a Trace needs to be performed to find BoneName on skeletalmesh. Trace from HitLocation.
@param out_HitLocation, HitLocation to use for potential Trace, will get updated by Trace.
Clamps out_Rot between the upper and lower limits offset from the base
Clears all previously set timers
Clears all latent actions of the specified class.
@param actionClass - type of latent action to clear
@param bAborted - was this latent action aborted?
@param exceptionAction - action to skip
Clears a previously set timer, identical to calling SetTimer() with a <= 0.f rate.
@param inTimerFunc the name of the timer to remove or the default one if not specified
Called when collision values change for this actor (via SetCollision/SetCollisionSize).
returns each component in the Components list
When a constraint is broken we will get this event from c++ land.
Called by AnimNotify_CreateForceField Looks for a socket name first then bone name
@param AnimNotifyData The AnimNotify_ForceField which will have all of the various params on it
@return bool true if the forcefield was created, false if not;
Debug Freeze Game dumps the current script function stack and pauses the game with PlayersOnly (still allowing the player to move around).
Removes a component from the actor's components array, detaching it from the actor.
@param ExComponent - The component to detach.
list important Actor variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
@param HUD - HUD with canvas to draw on
@input out_YL - Height of the current font
@input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
Performs actual attachment. Can be subclassed for class specific behaviors.
Draw a debug box
Draw a debug cone
Draw Debug coordinate system
Draw a debug cylinder
Draw a debug line
Draw a debug point
Draw a debug sphere
Draw a debug star
Draw Debug string in the world (SLOW, use only in debug)
@param TextLocation - location the string should be drawn (NOTE: if base actor is non-null this will be treated as an offset from that actor)
@param Text - text to draw
@param TestBaseActor (optional) - actor the string should be attached to (none if it should be static)
@param Color (optional) - the color of the text to draw
@param Duration (optional) - the duration the text should stick around; defauls to forever
Determine whether an effect being spawned by this actor is relevant to the local client (to determine whether it really needs to be spawned). Intended for use only with short lived effects @PARAM SpawnLocation: Location where effect is being spawned. If being spawned attached to this actor, use this actor's location to take advantage of check for whether actor is being rendered. @PARAM bForceDedicated: Whether effect should always be spawned on dedicated server (if effect is replicated to clients) @PARAM CullDistance: Max distance to spawn this effect if SpawnLocation is visible to the local player @PARAM HiddenCullDistance: Max distance to spawn this effect if SpawnLocation is not visible to the local player
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
@return true to abort the move, false to allow it
@warning do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
called when the actor falls out of the world 'safely' (below KillZ and such)
Attempts to find a valid base for this actor
Builds a list of all events of the specified class.
@param eventClass - type of event to search for
@param out_EventList - list of found events
@param bIncludeDisabled - will not filter out the events with bEnabled = FALSE
@return true if any events were found
Used by PlayerController.FindGoodView() in RoundEnded State
Called when we are done with the AnimControl track.
Returns a new rotation component value @PARAM Current is the current rotation value @PARAM Desired is the desired rotation value @PARAM DeltaRate is the rotation amount to apply
clear all debug strings
Flush persistent lines
forces this actor to be net relevant if it is not already by default, only works on level placed actors (bNoDelete)
Flags all components as dirty and then calls UpdateComponents().
@param bCollisionUpdate [opt] As per UpdateComponents; defaults to FALSE.
@param bTransformOnly [opt] TRUE to update only the component transforms, FALSE to update the entire component.
returns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.
@param out_Location - location of view point
@param out_Rotation - view rotation of actor.
Used by Matinee in-game to mount FaceFXAnimSets before playing animations.
This will compute the aggregate velocity all the way up the Base chain
Returns aim-adhesion zone extents for this actor. Extents are in world units centered around Actor's location, and assumed to be oriented to face the viewer (like a billboard sprite).
Returns aim-friction zone extents for this actor. Extents are in world units centered around Actor's location, and assumed to be oriented to face the viewer (like a billboard sprite).
Return first found LocalPlayerController. Fine for single player, in split screen, one will be picked.
Calculates a direction (unit vector) to avoid all actors contained in Obstacles list, assuming each entry in Obstacles is also avoiding this actor. Based loosely on RVO as described in http://gamma.cs.unc.edu/RVO/icra2008.pdf .
This will take the BasedPosition passed and return a Vector for it
Walks up the Base chain from this Actor and returns the Actor at the top (the eventual Base). this->Base is NULL, returns this.
returns the position the AI should move toward to reach this actor accounts for AI using path lanes, cutting corners, and other special adjustments
Function for allowing you to tell FaceFX which AudioComponent it should use for playing audio for corresponding facial animation.
Get gravity currently affecting this actor
Looks up the GUID of a package on disk. The package must NOT be in the autodownload cache. This may require loading the header of the package in question and is therefore slow.
@param RequestedBy - the Actor requesting the target location
@param bRequestAlternateLoc (optional) - return a secondary target location if there are multiple
@return the optimal location to fire weapons at this actor
returns terminal velocity (max speed while falling) for this actor. Unless overridden, it returns the TerminalVelocity of the PhysicsVolume in which this actor is located.
Gets the current count for the specified timer, defaults to 'Timer' if no function is specified. Returns -1.f if the timer is not currently active.
@param inTimerFunc the name of the timer to remove or the default one if not specified
Gets the current rate for the specified timer.
@note: GetTimerRate('SomeTimer') - GetTimerCount('SomeTimer') is the time remaining before 'SomeTimer' is called
@param: TimerFuncName the name of the function to check for a timer for; 'Timer' is the default
@return the rate for the given timer, or -1.f if that timer is not active
the reverse of TakeDamage(); heals the specified amount
@param Amount The amount of damage to heal
@param Healer Who is doing the healing
@param DamageType What type of healing is it
called when a SeqAct_Interp action affecting this Actor received an event that changed its properties (paused, reversed direction, etc)
@note this function is called on clients for actors that are interpolated clientside via MatineeActor
@param InterpAction the SeqAct_Interp that is affecting the Actor
called when a SeqAct_Interp action finished interpolating this Actor
@note this function is called on clients for actors that are interpolated clientside via MatineeActor
@param InterpAction the SeqAct_Interp that was affecting the Actor
called when a SeqAct_Interp action starts interpolating this Actor via matinee
@note this function is called on clients for actors that are interpolated clientside via MatineeActor
@param InterpAction the SeqAct_Interp that is affecting the Actor
Returns TRUE if Actor is playing a FaceFX anim. Implement in sub-class.
iterates up the Base chain to see whether or not this Actor is based on the given Actor
@param TestActor the Actor to test for
@return whether or not this Actor is based on TestActor
@return whether this Actor may be blocked by any primitive of Other
@RETURN true if this actor is touching a pain causing volume
whether this Actor is in the persistent level, i.e. not a sublevel
iterates up the Owner chain to see whether or not this Actor is owned by the given Actor
@param TestActor the Actor to test for
@return whether or not this Actor is owned by TestActor
Searches the owner chain looking for a player.
Returns true if the specified timer is active, defaults to 'Timer' if no function is specified.
@param inTimerFunc the name of the timer to remove or the default one if not specified
iterator LocalPlayerControllers() returns all locally rendered/controlled player controllers (typically 1 per client, unless split screen)
called when a sound is going to be played on this Actor via PlayerController::ClientHearSound() gives it a chance to modify the component that will be used (add parameter values, etc)
This will search the Timers on this actor and set the passed in TimerTimeDilation
This will return the direction in LocalSpace that that actor is moving. This is useful for firing off effects based on which way the actor is moving.
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
@param SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
@param PlayedTime - Time played on this animation. (play rate independant).
@param ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
Event called when a PlayAnim is called AnimNodeSequence in the animation tree of one of this Actor's SkeletalMeshComponents. bCauseActorAnimPlay must be set 'true' on the AnimNodeSequence for this event to get generated.
@param SeqNode - Node had PlayAnim called. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
Attach an actor to another one. Kismet action.
Handler for collision action, allow designer to toggle collide/block actors
If this actor is not already scheduled for destruction, destroy it now.
Called each frame (for each wheel) when an SVehicle has a wheel in contact with this Actor. Not called on Actors that have bWorldGeometry or bStatic set to TRUE.
Notification forwarded from RB_BodyInstance, when a spring is over extended and disabled.
Handler for the SeqAct_SetBlockRigidBody action. Allows level designer to toggle the rigid-body blocking flag on an Actor, and will handle updating the physics engine etc.
Handler for the SeqAct_SetPhysics action, allowing designer to change the Physics mode of an Actor.
Handler for the SeqAct_SetVelocity action. Allows level designer to impart a velocity on the actor.
RigidBody went to sleep after being awake - only valid if bCallRigidBodyWakeEvents==TRUE
Called upon receiving a SeqAct_Teleport action. Grabs the first destination available and attempts to teleport this actor.
@param Action - teleport action that was activated
Handler for SeqAct_ToggleHidden, just sets bHidden.
RigidBody woke up after being stationary - only valid if bCallRigidBodyWakeEvents==TRUE
called when the Actor is outside the hard limit on world bounds @note physics and collision are automatically turned off after calling this function
Returns colliding (bCollideActors==true) which overlap a Sphere from location 'Loc' and 'Radius' radius.
@param BaseClass The Actor returns must be a subclass of this.
@param out_Actor returned Actor at each iteration.
@param Radius Radius of sphere for overlapping check.
@param Loc Center of sphere for overlapping check. (Optional, caller's location is used otherwise).
@param bIgnoreHidden if true, ignore bHidden actors.
Called by ClampRotation if the rotator was outside of the limits
Pauses/Unpauses a previously set timer
@param bPause whether to pause/unpause the timer
@param inTimerFunc the name of the timer to pause or the default one if not specified
@param inObj object timer is attached to
Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.
Called by AnimNotify_PlayParticleEffect Looks for a socket name first then bone name
@param AnimNotifyData The AnimNotify_PlayParticleEffect which will have all of the various params on it
@return bool true if the particle effect was played, false if not;
Run a point check against just this PrimitiveComponent. Return TRUE if we hit. NOTE: the actual Actor we call this on is irrelevant!
called on all dynamic or net relevant actors after rewinding a demo primarily used to propagate properties to components, since components are ignored for rewinding
called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies
Script function called by NativePostRenderFor().
Calls PrestreamTextures() for all the actor's meshcomponents.
@param Seconds Number of seconds to force all mip-levels to be resident
@param bEnableStreaming Whether to start (TRUE) or stop (FALSE) streaming
@param CinematicTextureGroups Bitfield indicating which texture groups that use extra high-resolution mips
Detaches and immediately reattaches specified component. Handles bWillReattach properly.
Called by SeqAct_AttachToEvent when a duplicate event is added to this actor at run-time
called ONLY for bNoDelete Actors on the client when the server was replicating data on this Actor, but no longer considers it relevant (i.e. the actor channel was destroyed) for !bNoDelete Actors this results in destruction, so cleanup code can be done there, but bNoDelete Actors just keep going with whatever data was last received, so this is their chance to perform any cleanup
Reset actor to initial state - used when restarting level without reloading.
This will search the Timers on this actor and reset the TimerTimeDilation to 1.0f
Called when a PrimitiveComponent this Actor owns has: -bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold > 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold
@param HitComponent the component of this Actor that collided
@param OtherComponent the other component that collided
@param RigidCollisionData information on the collision itslef, including contact points
@param ContactIndex the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent
Notification called after root motion has been extracted, and before it's been used. This notification can be used to alter extracted root motion before it is forwarded to physics. It is only called when bRootMotionExtractedNotify is TRUE on the SkeletalMeshComponent. @note: It is fairly slow in Script, so enable only when really needed.
Notification that root motion mode changed. Called only from SkelMeshComponents that have bRootMotionModeChangeNotify set. This is useful for synchronizing movements. For intance, when using RMM_Translate, and the event is called, we know that root motion will kick in on next frame. It is possible to kill in-game physics, and then use root motion seemlessly.
Notification that Root Motion has been processed.
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.
This will calculate and then set the passed in BasedPosition. This is just modifying the passed in BasedPosition.
adds/removes a property from a list of properties that will always be replicated when this Actor is bNetInitial, even if the code thinks the client has the same value the server already does This is a workaround to the problem where an LD places an Actor in the level, changes a replicated variable away from the defaults, then at runtime the variable is changed back to the default but it doesn't replicate because initial replication is based on class defaults Only has an effect when called on bStatic or bNoDelete Actors Only properties already in the owning class's replication block may be specified
@param PropToReplicate the property to add or remove to the list
@param bAdd true to add the property, false to remove the property
Changes the value of bHidden.
@param bNewHidden - The value to assign to bHidden.
function used to update where icon for this actor should be rendered on the HUD
@param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.
Updates NetUpdateTime to the new value for future net relevancy checks
changes the value of bOnlyOwnerSee
@param bNewOnlyOwnerSee the new value to assign to bOnlyOwnerSee
Called each frame by Matinee to update the scaling on a SkelControl.
Changes the ticking group for this actor
turns on or off this Actor's desire to be ticked (bTickIsDisabled) because this is implemented as a separate tickable list, calls to this function to disable ticking will not take effect until the end of the current list to avoid shuffling elements around while they are being iterated over
Sets a timer to call the given function at a set interval. Defaults to calling the 'Timer' event if no function is specified. If InRate is set to 0.f it will effectively disable the previous timer. NOTE: Functions with parameters are not supported!
@param InRate the amount of time to pass between firing
@param inbLoop whether to keep firing or only fire once
@param inTimerFunc the name of the function to call when the timer fires
updates the zone/PhysicsVolume of this Actor
@param bForceRefresh - forces the code to do a full collision check instead of exiting early if the current info is valid
replaces IsA(NavigationPoint) check for primitivecomponents
ShutDown an actor.
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 (if that happens, there will be a log warning indicating why) Defaults to spawning at the spawner's location. @note: ActorTemplate is sent for replicated actors and therefore its properties will also be applied at initial creation on the client. However, because of this, ActorTemplate must be a static resource (an actor archetype, default object, or a bStatic/bNoDelete actor in a level package) or the spawned Actor cannot be replicated
called when this Actor was spawned by a Kismet actor factory (SeqAct_ActorFactory) after all other spawn events (PostBeginPlay(), etc) have been called
Stop any matinee FaceFX animations on this Actor.
whether this Actor can be modified by Kismet actions primarily used by error checking to warn LDs when their Kismet may not apply changes correctly (especially on clients)
@param AskingOp - Kismet operation to which this Actor is linked
@param Reason (out) - If this function returns false, contains the reason why the Kismet action is not allowed to execute on this Actor
@return whether the AskingOp can correctly modify this Actor
apply some amount of damage to this actor
@param DamageAmount the base damage to apply
@param EventInstigator the Controller responsible for the damage
@param HitLocation world location where the hit occurred
@param Momentum force caused by this hit
@param DamageType class describing the damage that was done
@param HitInfo additional info about where the hit occurred
@param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Take Radius Damage by default scales damage based on distance from HurtOrigin to Actor's location. This can be overridden by the actor receiving the damage for special conditions (see KAsset.uc). This then calls TakeDamage() to go through the same damage pipeline.
@param InstigatedBy, instigator of the damage
@param BaseDamage
@param DamageRadius (from Origin)
@param DamageType class
@param Momentum (float)
@param HurtOrigin, origin of the damage radius.
@param bFullDamage, if true, damage not scaled based on distance HurtOrigin
@param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
@param DamageFalloff allows for nonlinear damage falloff from the point. Default is linera.
@return Returns amount of damage applied.
Trace a line and see what it collides with first. Takes this actor's collision properties into account. Returns first hit actor, Level if hit level, or None if hit nothing.
Run a line check against just this PrimitiveComponent. Return TRUE if we hit. NOTE: the actual Actor we call this on is irrelevant!
Called by AnimNotify_Trails
@param AnimNotifyData The AnimNotify_Trails which will have all of the various params on it
Called by AnimNotify_Trails
@param AnimNotifyData The AnimNotify_Trails which will have all of the various params on it
Called by AnimNotify_Trails
@param AnimNotifyData The AnimNotify_Trails which will have all of the various params on it
Convenience function for triggering events in the GeneratedEvents list If you need more options (activating multiple outputs, etc), call ActivateEventClass() directly
trigger a "global" Kismet event (one that doesn't have an Originator, generally because it's triggered by a game-time object)
Called when being activated by the specified pawn. Default implementation searches for any SeqEvent_Used and activates them.
@return true to indicate this actor was activated
This will calculate and then set the passed in BasedPosition. This is just modifying the passed in BasedPosition.
Called when an Actor should be destroyed by a pain volume.
Steps from each position given the respective velocities performing simple radius checks
Defaultproperties |
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defaultproperties { TickGroup=TG_PreAsyncWork CustomTimeDilation=+1.0 DrawScale=+00001.000000 DrawScale3D=(X=1,Y=1,Z=1) bJustTeleported=true Role=ROLE_Authority RemoteRole=ROLE_None NetPriority=+00001.000000 bMovable=true InitialState=None NetUpdateFrequency=100 MessageClass=class'LocalMessage' bEditable=true bHiddenEdGroup=false bHiddenEdTemporary=false bHiddenEdLevel=false bReplicateMovement=true bRouteBeginPlayEvenIfStatic=TRUE bPushedByEncroachers=true bCanStepUpOn=TRUE SupportedEvents(0)=class'SeqEvent_Touch' SupportedEvents(1)=class'SeqEvent_Destroyed' SupportedEvents(2)=class'SeqEvent_TakeDamage' SupportedEvents(3)=class'SeqEvent_HitWall' ReplicatedCollisionType=COLLIDE_Max bAllowFluidSurfaceInteraction=TRUE TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency=2.0f EditorIconColor=(R=255,G=255,B=255,A=255) } |
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