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Engine.Actor

Extends
Object
Modifiers
abstract native nativereplication hidecategories ( Navigation )

Core.Object
|   
+-- Engine.Actor

Direct Known Subclasses:

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

Variables Summary
vectorAcceleration
array<ActorComponent>AllComponents
vectorAngularVelocity
array<Actor>Attached
boolbAlwaysEncroachCheck
boolbAlwaysRelevant
boolbAlwaysTick
boolbBlockActors
boolbBlocksTeleport
boolbBounce
boolbCallRigidBodyWakeEvents
boolbCanBeAdheredTo
boolbCanBeDamaged
boolbCanBeFrictionedTo
boolbCanTeleport
boolbCollideActors
boolbCollideAsEncroacher
boolbCollideWhenPlacing
boolbCollideWorld
boolbComponentOutsideWorld
boolbDeleteMe
boolbDemoOwner
boolbDemoRecording
boolbDestroyedByInterpActor
boolbDestroyInPainVolume
boolbEditable
boolbExchangedRoles
boolbForceAllowKismetModification
boolbForceDemoRelevant
boolbForceNetUpdate
boolbForceOctreeSNFilter
boolbGameRelevant
boolbHasAlternateTargetLocation
boolbHiddenEd
boolbHiddenEdCustom
boolbHiddenEdGroup
boolbHiddenEdLevel
boolbHiddenEdTemporary
boolbHurtEntry
boolbIgnoreEncroachers
boolbIgnoreRigidBodyPawns
boolbIsMoving
boolbJustTeleported
boolbKillDuringLevelTransition
boolbMovable
boolbMoveIgnoresDestruction
boolbNetDirty
boolbNetInitial
boolbNetInitialRotation
boolbNetOwner
boolbNetTemporary
boolbNoDelete
boolbOnlyDirtyReplication
boolbOnlyOwnerSee
boolbOnlyRelevantToOwner
boolbOrientOnSlope
boolbPathTemp
boolbPendingDelete
boolbPendingNetUpdate
boolbPostRenderIfNotVisible
boolbProjTarget
boolbPushedByEncroachers
boolbReplicateInstigator
boolbReplicateMovement
boolbReplicateRigidBodyLocation
boolbRigidBodyWasAwake
boolbRouteBeginPlayEvenIfStatic
boolbScriptInitialized
boolbShouldBaseAtStartup
boolbSkipActorPropertyReplication
boolbStatic
boolbTearOff
boolbTempEditor
boolbTicked
boolbTickIsDisabled
boolbUpdateSimulatedPosition
boolbWorldGeometry
array<Actor>Children
array<ActorComponent>Components
floatCreationTime
floatCustomTimeDilation
RenderCommandFenceDetachFence
array<SequenceEvent>GeneratedEvents
qwordHiddenEditorViews
nameInitialState
PawnInstigator
floatLastNetUpdateTime
floatLastRenderTime
array<SeqAct_Latent>LatentActions
floatLatentFloat
AnimNodeSequenceLatentSeqNode
floatLifeSpan
class<LocalMessage>MessageClass
floatNetPriority
intNetTag
floatNetUpdateFrequency
floatNetUpdateTime
intOverlapTag
ActorOwner
ActorPendingTouch
PhysicsVolumePhysicsVolume
vectorRelativeLocation
rotatorRelativeRotation
ENetRoleRemoteRole
ECollisionTypeReplicatedCollisionType
ENetRoleRole
array<class<SequenceEvent>>SupportedEvents
floatTickFrequency
floatTickFrequencyDecreaseDistanceEnd
floatTickFrequencyDecreaseDistanceStart
floatTickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency
ETickingGroupTickGroup
array<TimerData>Timers
floatTimeSinceLastTick
array<Actor>Touching
vectorVelocity
WorldInfoWorldInfo
Advanced
boolbConsiderAllStaticMeshComponentsForStreaming
boolbEdShouldSnap
boolbLockLocation
floatTickFrequencyAtEndDistance
Attachment
ActorBase
nameBaseBoneName
SkeletalMeshComponentBaseSkelComponent
boolbHardAttach
boolbIgnoreBaseRotation
boolbShadowParented
Collision
boolbCanStepUpOn
boolbCollideComplex
boolBlockRigidBody
boolbNoEncroachCheck
boolbPathColliding
boolbPhysRigidBodyOutOfWorldCheck
PrimitiveComponentCollisionComponent
ECollisionTypeCollisionType
Debug
boolbDebug
boolbDebugEffectIsRelevant
Display
boolbHidden
vectorDrawScale3D
floatDrawScale
ColorEditorIconColor
vectorPrePivot
Movement
vectorLocation
EPhysicsPhysics
rotatorRotation
rotatorRotationRate
Navigation
boolbBlocksNavigation
Object
nameGroup
nameTag
Physics
boolbAllowFluidSurfaceInteraction
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
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
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionbool ActivateEventClass (class<SequenceEvent> InClass, Actor InInstigator, const out array<SequenceEvent> EventList, optional const out array<int> ActivateIndices, optional bool bTest, optional out array ActivatedEvents ))
function AllActors (class<actor> BaseClass, out actor Actor, optional class<Interface> InterfaceClass)
function AllOwnedComponents (class<Component> BaseClass, out ActorComponent OutComponent)
event AnimTreeUpdated (SkeletalMeshComponent SkelMesh)
function ApplyFluidSurfaceImpact (FluidSurfaceActor Fluid, vector HitLocation))
event Attach (Actor Other)
function AttachComponent (ActorComponent NewComponent)
function AutonomousPhysics (float DeltaSeconds)
event BaseChange ()
function BasedActors (class<actor> BaseClass, out actor Actor)
event BecomeViewTarget (PlayerController PC)
event BeginAnimControl (InterpGroup InInterpGroup)
functionk2call bool ()
functionk2call bool ()
functionVector BP2Vect (BasedPosition BP ) con)
event BroadcastLocalizedMessage (class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
event BroadcastLocalizedTeamMessage (int TeamIndex, class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
event Bump (Actor Other, PrimitiveComponent OtherComp, Vector HitNormal)
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
functionbool 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)
functionbool CanActorPlayFaceFXAnim ()))
functionbool CanSplash ()))
function ChartData (string DataName, float DataValue)
functionbool CheckForErrors ()
function CheckHitInfo (out TraceHitInfo HitInfo, PrimitiveComponent FallBackComponent, Vector Dir, out Vector out_HitLocation ))
function ChildActors (class<actor> BaseClass, out actor Actor)
functionbool ClampRotation (out Rotator out_Rot, Rotator rBase, Rotator rUpperLimits, Rotator rLowerLimits)
function ClearAllTimers (optional Object inObj)
function ClearLatentAction (class<SeqAct_Latent> actionClass, ptional bool bAborted, ptional SeqAct_Latent exceptionAction))
function ClearTimer (optional Name inTimerFunc='Timer', optional Object inObj)
function Clock (out float time)
function CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bUseOverlapCheck, optional class<Interface> InterfaceClass, optional out TraceHitInfo HitInfo)
event CollisionChanged ()
function ComponentList (class<ActorComponent> BaseClass, out ActorComponent out_Component)
functionstring ConsoleCommand (string Command, optional bool bWriteToLog = true)
event ConstraintBrokenNotify (Actor ConOwner, RB_ConstraintSetup ConSetup, RB_ConstraintInstance ConInstance ))
functionbool ContainsPoint (vector Spot)
functionAudioComponent CreateAudioComponent (SoundCue InSoundCue, optional bool bPlay, optional bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation, optional bool bAttachToSelf = true)
eventbool CreateForceField (const AnimNotify_Forcefield AnimNotifyData ))
event DebugFreezeGame (optional Actor ActorToLookAt))
event DebugMessagePlayer (coerce String Msg ))
event Destroyed ()
event Detach (Actor Other)
function DetachComponent (ActorComponent ExComponent)
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action))
function DrawDebugBox (vector Center, vector Extent, byte R, byte G, byte B, optional bool bPersistentLines) con)
function DrawDebugCone (Vector Origin, Vector Direction, FLOAT Length, FLOAT AngleWidth, FLOAT AngleHeight, INT NumSides, Color DrawColor, optional bool bPersistentLines) con)
function DrawDebugCoordinateSystem (vector AxisLoc, Rotator AxisRot, float Scale, optional bool bPersistentLines) con)
function DrawDebugCylinder (vector Start, vector End, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines) con)
function DrawDebugFrustrum (const out Matrix FrustumToWorld, byte R, byte G, byte B, optional bool bPersistentLines ) con)
function DrawDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B, optional bool bPersistentLines) con)
function DrawDebugPoint (vector Position, float Size, LinearColor PointColor, optional bool bPersistentLines) con)
function DrawDebugSphere (vector Center, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines) con)
function DrawDebugStar (vector Position, float Size, byte R, byte G, byte B, optional bool bPersistentLines) con)
function DrawDebugString (vector TextLocation, coerce string Text, optional Actor TestBaseActor, optional color TextColor, optional float Duration=-1.f) con)
function DynamicActors (class<actor> BaseClass, out actor Actor, optional class<Interface> InterfaceClass)
functionbool EffectIsRelevant (vector SpawnLocation, bool bForceDedicated, optional float VisibleCullDistance=5000.0, optional float HiddenCullDistance=350.0 ))
event EncroachedBy (actor Other)
eventbool EncroachingOn (Actor Other)
event EndViewTarget (PlayerController PC)
event Falling ()
functionbool FastTrace (vector TraceEnd, optional vector TraceStart, optional vector BoxExtent, optional bool bTraceBullet)
event FellOutOfWorld (class<DamageType> dmgType))
function FindBase ()
functionbool FindEventsOfClass (class<SequenceEvent> EventClass, optional out array<SequenceEvent> out_EventList, optional bool bIncludeDisabled))
function FindGoodEndView (PlayerController PC, out Rotator GoodRotation))
functionbool FindSpot (vector BoxExtent, out vector SpotLocation)
function FinishAnim (AnimNodeSequence SeqNode)
event FinishAnimControl (InterpGroup InInterpGroup)
functionint fixedTurn (int Current, int Desired, int DeltaRate)
function FlushDebugStrings () con)
function FlushPersistentDebugLines () con)
event ForceNetRelevant ()))
function ForceUpdateComponents (optional bool bCollisionUpdate = FALSE, optional bool bTransformOnly = TRUE)
event GainedChild (Actor Other)
event GetActorEyesViewPoint (out vector out_Location, out Rotator out_Rotation ))
eventFaceFXAsset GetActorFaceFXAsset ()
functionVector GetAggregateBaseVelocity (optional Actor TestBase)
function GetAimAdhesionExtent (out float Width, out float Height, out vector Center))
function GetAimFrictionExtent (out float Width, out float Height, out vector Center))
functionPlayerController GetALocalPlayerController ()
functionvector 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)
functionVector GetBasedPosition (BasedPosition BP ) con)
functionActor GetBaseMost ()
function GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) con)
function GetComponentsBoundingBox (out box ActorBox) con)
functionString GetDebugName ()))
functionvector GetDestination (Controller C)
eventAudioComponent GetFaceFXAudioComponent ()))
functionfloat GetGravityZ ()
functionString GetHumanReadableName ()))
functionString GetItemName (string FullName ))
functionstring GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ))
functionGuid GetPackageGuid (name PackageName)
functionString GetPhysicsName ()))
functionfloat GetRemainingTimeForTimer (optional name TimerFuncName = 'Timer', optional Object inObj))
functionvector GetTargetLocation (optional actor RequestedBy, optional bool bRequestAlternateLoc) con)
functionbyte GetTeamNum ()
functionfloat GetTerminalVelocity ()
functionfloat GetTimerCount (optional Name inTimerFunc='Timer', optional Object inObj)
functionfloat GetTimerRate (optional name TimerFuncName = 'Timer', optional Object inObj)
functionstring GetURLMap ()
eventbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)
event HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp ))
functionbool 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 ))
event InterpolationChanged (SeqAct_Interp InterpAction)
event InterpolationFinished (SeqAct_Interp InterpAction)
event InterpolationStarted (SeqAct_Interp InterpAction, InterpGroupInst GroupInst)
functionbool IsActorPlayingFaceFXAnim ()))
functionbool IsBasedOn (Actor TestActor)
functionbool IsBlockedBy (const Actor Other) con)
functionbool IsInPain ()))
functionbool IsInPersistentLevel (optional bool bIncludeLevelStreamingPersistent) con)
functionbool IsOverlapping (Actor A)
functionbool IsOwnedBy (Actor TestActor)
functionbool IsPlayerOwned ()
functionbool IsStationary ()))
functionbool IsTimerActive (optional Name inTimerFunc='Timer', optional Object inObj)
function KilledBy (pawn EventInstigator)
event Landed (vector HitNormal, actor FloorActor)
function LocalPlayerControllers (class<PlayerController> BaseClass, out PlayerController PC)
event LostChild (Actor Other)
function MakeNoise (float Loudness, optional Name NoiseType)
function MatchStarting ()
event ModifyHearSoundComponent (AudioComponent AC)
function ModifyTimerTimeDilation (const name TimerName, const float InTimerTimeDilation, optional Object inObj)
functionbool Move (vector Delta)
functionbool MoveSmooth (vector Delta)
functionEMoveDir MovingWhichWay (out float Amount)
function NativePostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
function NotifyLocalPlayerTeamReceived ()
event NotifySkelControlBeyondLimit (SkelControlLookAt LookAt)
event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
event OnAnimPlay (AnimNodeSequence SeqNode)
function OnAttachToActor (SeqAct_AttachToActor Action))
function OnChangeCollision (SeqAct_ChangeCollision Action))
function OnDestroy (SeqAct_Destroy Action))
function OnModifyHealth (SeqAct_ModifyHealth Action))
event OnRanOver (SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex)
event OnRigidBodySpringOverextension (RB_BodyInstance BodyInstance)
function OnSetBlockRigidBody (SeqAct_SetBlockRigidBody Action))
function OnSetPhysics (SeqAct_SetPhysics Action))
function OnSetVelocity (SeqAct_SetVelocity Action ))
event OnSleepRBPhysics ()
function OnTeleport (SeqAct_Teleport Action))
function OnToggleHidden (SeqAct_ToggleHidden Action))
event OnWakeRBPhysics ()
event OutsideWorldBounds ()))
function OverlappingActors (class<Actor> BaseClass, out Actor out_Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden)
eventbool OverRotated (out Rotator out_Desired, out Rotator out_Actual)
function PauseTimer (bool bPause, optional Name inTimerFunc='Timer', optional Object inObj)
function PawnBaseDied ()
event PhysicsVolumeChange (PhysicsVolume NewVolume)
eventbool PlayActorFaceFXAnim (FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay)
functionbool PlayerCanSeeMe (optional bool bForceLOSCheck)
eventbool PlayParticleEffect (const AnimNotify_PlayParticleEffect AnimNotifyData ))
function PlaySound (SoundCue InSoundCue, optional bool bNotReplicated, optional bool bNoRepToOwner, optional bool bStopWhenOwnerDestroyed, optional vector SoundLocation, optional bool bNoRepToRelevant)
function PlayTeleportEffect (bool bOut, bool bSound)
functionbool PointCheckComponent (PrimitiveComponent InComponent, vector PointLocation, vector PointExtent)
eventk2override PostBeginPlay ()
event PostDemoRewind ()
event PostInitAnimTree (SkeletalMeshComponent SkelComp)
event PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
function PostTeleport (Teleporter OutTeleporter)
event PostTouch (Actor Other)
event PreBeginPlay ()))
function PrestreamTextures (float Seconds, bool bEnableStreaming, optional int CinematicTextureGroups = 0)
functionbool PreTeleport (Teleporter InTeleporter)
event RanInto (Actor Other)
function ReattachComponent (ActorComponent ComponentToReattach)
event ReceivedNewEvent (SequenceEvent Evt))
function ReplaceText (out string Text, string Replace, string With))
event ReplicatedEvent (name VarName)
event ReplicationEnded ()
event Reset ()
function ResetTimerTimeDilation (const name TimerName, optional Object inObj)
event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex)
event RootMotionExtracted (SkeletalMeshComponent SkelComp, out BoneAtom ExtractedRootMotionDelta)
event RootMotionModeChanged (SkeletalMeshComponent SkelComp)
event RootMotionProcessed (SkeletalMeshComponent SkelComp)
eventbyte ScriptGetTeamNum ()))
event SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion)
function SetBase (actor NewBase, optional vector NewFloor, optional SkeletalMeshComponent SkelComp, optional name AttachName)
function SetBasedPosition (out BasedPosition BP, Vector Pos, optional Actor ForcedBase ) con)
function SetCollision (optional bool bNewColActors, optional bool bNewBlockActors, optional bool bNewIgnoreEncroachers)
function SetCollisionSize (float NewRadius, float NewHeight)
function SetCollisionType (ECollisionType NewCollisionType)
function SetDrawScale (float NewScale)
function SetDrawScale3D (vector NewScale3D)
function SetForcedInitialReplicatedProperty (Property PropToReplicate, bool bAdd)
function SetHardAttach (optional bool bNewHardAttach)
function SetHidden (bool bNewHidden)
function SetHUDLocation (vector NewHUDLocation)
event SetInitialState ()))
event SetMorphWeight (name MorphNodeName, float MorphWeight)
function SetNetUpdateTime (float NewUpdateTime)
function SetOnlyOwnerSee (bool bNewOnlyOwnerSee)
function SetOwner (actor NewOwner)
function SetPhysics (EPhysics newPhysics)
functionbool SetRelativeLocation (vector NewLocation)
functionbool SetRelativeRotation (rotator NewRotation)
functionbool SetRotation (rotator NewRotation)
event SetSkelControlScale (name SkelControlName, float Scale)
function SetTickGroup (ETickingGroup NewTickGroup)
function SetTickIsDisabled (bool bInDisabled)
function SetTimer (float InRate, optional bool inbLoop, optional Name inTimerFunc='Timer', optional Object inObj)
function SetZone (bool bForceRefresh)
functionbool ShouldBeHiddenBySHOW_NavigationNodes ()
event ShutDown ()))
function Sleep (float Seconds)
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation, optional Actor ActorTemplate, optional bool bNoCollisionFail)
event SpawnedByKismet ()
eventActor SpecialHandling (Pawn Other)
event StopActorFaceFXAnim ()
functionbool StopsProjectile (Projectile P))
functionbool 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)
functionbool SupportsKismetModification (SequenceOp AskingOp, out string Reason) con)
event TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent=1.f ))
eventk2override Tick (float DeltaTime)
event Timer ()
event TornOff ()
eventk2override Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
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 out TraceHitInfo HitInfo, optional int ExtraTraceFlags)
function 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)
functionbool TraceAllPhysicsAssetInteractions (SkeletalMeshComponent SkelMeshComp, Vector EndTrace, Vector StartTrace, out Array<ImpactInfo> out_Hits, optional Vector Extent)
functionbool TraceComponent (out vector HitLocation, out vector HitNormal, PrimitiveComponent InComponent, vector TraceEnd, optional vector TraceStart, optional vector Extent, optional out TraceHitInfo HitInfo, optional bool bComplexCollision)
event TrailsNotify (const AnimNotify_Trails AnimNotifyData)
event TrailsNotifyEnd (const AnimNotify_Trails AnimNotifyData)
event TrailsNotifyTick (const AnimNotify_Trails AnimNotifyData)
functionbool TriggerEventClass (class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1, optional bool bTest, optional out array<SequenceEvent> ActivatedEvents))
functionbool TriggerGlobalEventClass (class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1))
function UnClock (out float time)
eventk2override UnTouch (Actor Other)
functionbool UsedBy (Pawn User))
function Vect2BP (out BasedPosition BP, Vector Pos, optional Actor ForcedBase ) con)
function VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
function 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)
function VolumeBasedDestroy (PhysicsVolume PV))
functionbool WillOverlap (vector PosA, vector VelA, vector PosB, vector VelB, float StepSize, float Radius, out float Time)
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Constants Detail

ACTORMAXSTEPHEIGHT Source code

const ACTORMAXSTEPHEIGHT = 35.0;

MINFLOORZ Source code

const MINFLOORZ = 0.7;

RBSTATE_ANGVELSCALE Source code

const RBSTATE_ANGVELSCALE = 1000.0;

RBSTATE_LINVELSCALE Source code

const RBSTATE_LINVELSCALE = 10.0;

RB_NeedsUpdate Source code

const RB_NeedsUpdate = 0x01;

RB_None Source code

const RB_None = 0x00;

RB_Sleeping Source code

const RB_Sleeping = 0x02;

REP_RBLOCATION_ERROR_TOLERANCE_SQ Source code

const REP_RBLOCATION_ERROR_TOLERANCE_SQ = 16.0f;
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

TRACEFLAG_Blocking Source code

const TRACEFLAG_Blocking = 8;

TRACEFLAG_Bullet Source code

const TRACEFLAG_Bullet = 1;
List of extra trace flags

TRACEFLAG_PhysicsVolumes Source code

const TRACEFLAG_PhysicsVolumes = 2;

TRACEFLAG_SkipMovers Source code

const TRACEFLAG_SkipMovers = 4;


Variables Detail

Acceleration Source code

var vector Acceleration;

AllComponents Source code

var private transient const array<ActorComponent> AllComponents;
All actor components which are directly or indirectly attached to the actor.

AngularVelocity Source code

var transient const vector AngularVelocity;

Attached Source code

var const array<Actor> Attached;
array of actors attached to this actor.

bAlwaysEncroachCheck Source code

var bool bAlwaysEncroachCheck;
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.

bAlwaysRelevant Source code

var bool bAlwaysRelevant;

bAlwaysTick Source code

var const bool bAlwaysTick;

bBlockActors Source code

var bool bBlockActors;

bBlocksTeleport Source code

var bool bBlocksTeleport;

bBounce Source code

var bool bBounce;

bCallRigidBodyWakeEvents Source code

var bool bCallRigidBodyWakeEvents;
Should call OnWakeRBPhysics/OnSleepRBPhysics events

bCanBeAdheredTo Source code

var bool bCanBeAdheredTo;
Determines whether or not adhesion code should attempt to adhere to this actor.

bCanBeDamaged Source code

var bool bCanBeDamaged;

bCanBeFrictionedTo Source code

var bool bCanBeFrictionedTo;
Determines whether or not friction code should attempt to friction to this actor.

bCanTeleport Source code

var bool bCanTeleport;

bCollideActors Source code

var const bool bCollideActors;

bCollideAsEncroacher Source code

var bool bCollideAsEncroacher;
If true, this actor collides as an encroacher, even if its physics is not PHYS_RigidBody or PHYS_Interpolating

bCollideWhenPlacing Source code

var bool bCollideWhenPlacing;

bCollideWorld Source code

var bool bCollideWorld;

bComponentOutsideWorld Source code

var const transient bool bComponentOutsideWorld;
Set TRUE if a component is ever attached which is outside the world. OutsideWorldBounds will be called in Tick in this case.

bDeleteMe Source code

var const bool bDeleteMe;

bDemoOwner Source code

var bool bDemoOwner;
Demo recording driver owns this actor.

bDemoRecording Source code

var transient bool bDemoRecording;
Set when we are currently replicating this Actor into a demo

bDestroyedByInterpActor Source code

var bool bDestroyedByInterpActor;
If TRUE, when an InterpActor (Mover) encroaches or runs into this Actor, it is destroyed, and will not stop the mover.

bDestroyInPainVolume Source code

var bool bDestroyInPainVolume;

bEditable Source code

var const bool bEditable;

bExchangedRoles Source code

var const bool bExchangedRoles;
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

bForceAllowKismetModification Source code

var const bool bForceAllowKismetModification;
always allow Kismet to modify this Actor, even if it's static and not networked (e.g. for server side only stuff)

bForceDemoRelevant Source code

var bool bForceDemoRelevant;
force Actor to be relevant for demos (only works on dynamic actors)

bForceNetUpdate Source code

var transient bool bForceNetUpdate;
When set to TRUE will force this actor to immediately be considered for replication, instead of waiting for NetUpdateTime

bForceOctreeSNFilter Source code

var bool bForceOctreeSNFilter;
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

bGameRelevant Source code

var bool bGameRelevant;

bHasAlternateTargetLocation Source code

var bool bHasAlternateTargetLocation;
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)

bHiddenEd Source code

var const bool bHiddenEd;

bHiddenEdCustom Source code

var const bool bHiddenEdCustom;

bHiddenEdGroup Source code

var const bool bHiddenEdGroup;

bHiddenEdLevel Source code

var transient editoronly bool bHiddenEdLevel;

bHiddenEdTemporary Source code

var transient editoronly bool bHiddenEdTemporary;

bHurtEntry Source code

var bool bHurtEntry;

bIgnoreEncroachers Source code

var const bool bIgnoreEncroachers;

bIgnoreRigidBodyPawns Source code

var bool bIgnoreRigidBodyPawns;
Ignore Unreal collisions between PHYS_RigidBody pawns (vehicles/ragdolls) and this actor (only relevant if bIgnoreEncroachers is false)

bIsMoving Source code

var const bool bIsMoving;
Used to determine when we stop moving, so we can update PreviousLocalToWorld to stop motion blurring.

bJustTeleported Source code

var const bool bJustTeleported;

bKillDuringLevelTransition Source code

var bool bKillDuringLevelTransition;

bMovable Source code

var const bool bMovable;

bMoveIgnoresDestruction Source code

var bool bMoveIgnoresDestruction;
Controls whether move operations should collide with destructible pieces or not.

bNetDirty Source code

var transient bool bNetDirty;

bNetInitial Source code

var const bool bNetInitial;

bNetInitialRotation Source code

var const bool bNetInitialRotation;
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.

bNetOwner Source code

var const bool bNetOwner;

bNetTemporary Source code

var const bool bNetTemporary;

bNoDelete Source code

var const bool bNoDelete;

bOnlyDirtyReplication Source code

var bool bOnlyDirtyReplication;

bOnlyOwnerSee Source code

var const bool bOnlyOwnerSee;

bOnlyRelevantToOwner Source code

var const bool bOnlyRelevantToOwner;

bOrientOnSlope Source code

var bool bOrientOnSlope;

bPathTemp Source code

var transient bool bPathTemp;

bPendingDelete Source code

var bool bPendingDelete;

bPendingNetUpdate Source code

var const transient bool bPendingNetUpdate;
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

bPostRenderIfNotVisible Source code

var bool bPostRenderIfNotVisible;
IF true, may call PostRenderFor() even when this actor is not visible

bProjTarget Source code

var bool bProjTarget;

bPushedByEncroachers Source code

var bool bPushedByEncroachers;
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

bReplicateInstigator Source code

var bool bReplicateInstigator;

bReplicateMovement Source code

var bool bReplicateMovement;

bReplicateRigidBodyLocation Source code

var bool bReplicateRigidBodyLocation;

bRigidBodyWasAwake Source code

var const transient bool bRigidBodyWasAwake;
RigidBody of CollisionComponent was awake last frame -- used to call OnWakeRBPhysics/OnSleepRBPhysics events

bRouteBeginPlayEvenIfStatic Source code

var const bool bRouteBeginPlayEvenIfStatic;
Whether to route BeginPlay even if the actor is static.

bScriptInitialized Source code

var bool bScriptInitialized;

bShouldBaseAtStartup Source code

var bool bShouldBaseAtStartup;

bSkipActorPropertyReplication Source code

var bool bSkipActorPropertyReplication;

bStatic Source code

var const public bool bStatic;

bTearOff Source code

var bool bTearOff;

bTempEditor Source code

var transient const bool bTempEditor;

bTicked Source code

var transient const bool bTicked;

bTickIsDisabled Source code

var const public bool bTickIsDisabled;
if set, this Actor and all of its components are not ticked. Modify via SetTickIsDisabled() this flag has no effect on bStatic Actors

bUpdateSimulatedPosition Source code

var bool bUpdateSimulatedPosition;

bWorldGeometry Source code

var bool bWorldGeometry;

Children Source code

var transient const array<Actor> Children;

Components Source code

var private const array<ActorComponent> Components;
The actor components which are attached directly to the actor's location/rotation.

CreationTime Source code

var const float CreationTime;

CustomTimeDilation Source code

var float CustomTimeDilation;
Allow each actor to run at a different time speed

DetachFence Source code

var private native const RenderCommandFence DetachFence;
A fence to track when the primitive is detached from the scene in the rendering thread.

GeneratedEvents Source code

var const array<SequenceEvent> GeneratedEvents;
List of all events currently associated with this actor

HiddenEditorViews Source code

var transient qword HiddenEditorViews;
Bitflag to represent which views this actor is hidden in, via per-view group visibilty

InitialState Source code

var name InitialState;

Instigator Source code

var Pawn Instigator;

LastNetUpdateTime Source code

var const transient float LastNetUpdateTime;
Last time this actor was updated for replication via NetUpdateTime or bForceNetUpdate @warning: internal net driver time, not related to WorldInfo.TimeSeconds

LastRenderTime Source code

var transient float LastRenderTime;
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.

LatentActions Source code

var array<SeqAct_Latent> LatentActions;
List of all latent actions currently active on this actor

LatentFloat Source code

var const float LatentFloat;

LatentSeqNode Source code

var const AnimNodeSequence LatentSeqNode;

LifeSpan Source code

var float LifeSpan;

MessageClass Source code

var class<LocalMessage> MessageClass;

NetPriority Source code

var float NetPriority;
Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

NetTag Source code

var const transient int NetTag;
Internal - used by UWorld::ServerTickClients()

NetUpdateFrequency Source code

var float NetUpdateFrequency;
How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

NetUpdateTime Source code

var const float NetUpdateTime;
Next time this actor will be considered for replication, set by SetNetUpdateTime()

OverlapTag Source code

var native int OverlapTag;

Owner Source code

var const Actor Owner;

PendingTouch Source code

var Actor PendingTouch;
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

PhysicsVolume Source code

var transient const PhysicsVolume PhysicsVolume;

RelativeLocation Source code

var const vector RelativeLocation;
location relative to base/bone (valid if base exists)

RelativeRotation Source code

var const rotator RelativeRotation;
rotation relative to base/bone (valid if base exists)

RemoteRole Source code

var ENetRole RemoteRole;

ReplicatedCollisionType Source code

var transient ECollisionType ReplicatedCollisionType;
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

Role Source code

var ENetRole Role;

SupportedEvents Source code

var const array<class<SequenceEvent>> SupportedEvents;
List of all events that this actor can support, for use by the editor

TickFrequency Source code

var float TickFrequency;
How often to tick this actor. If 0, tick every frame

TickFrequencyDecreaseDistanceEnd Source code

var float TickFrequencyDecreaseDistanceEnd;
How far from the player to stop decreasing the tick, with a linear fall off from TickFrequencyDecreaseDistanceStart

TickFrequencyDecreaseDistanceStart Source code

var float TickFrequencyDecreaseDistanceStart;
How far from the player to start decreasing the tick, with a linear fall off until TickFrequencyDecreaseDistanceEnd

TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency Source code

var float TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency;
This is the time before we force the TickFrequency to TickFrequencyAtEndDistance

TickGroup Source code

var const ETickingGroup TickGroup;
The ticking group this actor belongs to

Timers Source code

var const array<TimerData> Timers;
This is going to scale this timer's values by this amoun

TimeSinceLastTick Source code

var float TimeSinceLastTick;
How long has it been since the last tick? Once this reaches TickFrequency, Tick the actor with a DeltaTime for how long since last

Touching Source code

var transient const array<Actor> Touching;

Velocity Source code

var vector Velocity;

WorldInfo Source code

var const transient WorldInfo WorldInfo;

Advanced

bConsiderAllStaticMeshComponentsForStreaming Source code

var(Advanced) bool bConsiderAllStaticMeshComponentsForStreaming;
If true, texture streaming code iterates over all StaticMeshComponents found on this actor when building texture streaming information.

bEdShouldSnap Source code

var(Advanced) bool bEdShouldSnap;

bLockLocation Source code

var(Advanced) bool bLockLocation;

TickFrequencyAtEndDistance Source code

var(Advanced) float TickFrequencyAtEndDistance;
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

Attachment

Base Source code

var(Attachment) const Actor Base;

BaseBoneName Source code

var(Attachment) name BaseBoneName;

BaseSkelComponent Source code

var(Attachment) SkeletalMeshComponent BaseSkelComponent;

bHardAttach Source code

var(Attachment) const bool bHardAttach;
Uses 'hard' attachment code. bBlockActor must also be false. This actor cannot then move relative to base (setlocation etc.).

bIgnoreBaseRotation Source code

var(Attachment) bool bIgnoreBaseRotation;
If TRUE, this actor ignores the effects of changes in its base's rotation on its location and rotation.

bShadowParented Source code

var(Attachment) bool bShadowParented;
If TRUE, BaseSkelComponent is used as the shadow parent for this actor.

Collision

bCanStepUpOn Source code

var(Collision) bool bCanStepUpOn;
If TRUE, PHYS_Walking will attempt to step up onto this object when it hits it

bCollideComplex Source code

var(Collision) bool bCollideComplex;

BlockRigidBody Source code

var(Collision) const transient bool BlockRigidBody;
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

bNoEncroachCheck Source code

var(Collision) bool bNoEncroachCheck;
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.

bPathColliding Source code

var(Collision) bool bPathColliding;

bPhysRigidBodyOutOfWorldCheck Source code

var(Collision) bool bPhysRigidBodyOutOfWorldCheck;
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.

CollisionComponent Source code

var(Collision) editconst PrimitiveComponent CollisionComponent;

CollisionType Source code

var(Collision) const ECollisionType CollisionType;
enum for LDs to select collision options - sets Actor flags and that of our CollisionComponent via PostEditChange()

Debug

bDebug Source code

var(Debug) bool bDebug;

bDebugEffectIsRelevant Source code

var(Debug) bool bDebugEffectIsRelevant;

Display

bHidden Source code

var(Display) const bool bHidden;
If this is True, all PrimitiveComponents of the actor are hidden. If this is false, only PrimitiveComponents with HiddenGame=True are hidden.

DrawScale3D Source code

var(Display) const interp vector DrawScale3D;
Scaling vector, (1.0,1.0,1.0)=normal size.

DrawScale Source code

var(Display) const interp float DrawScale<UIMin=0.1|UIMax=4.0>;
Scaling factor, 1.0=normal size.

EditorIconColor Source code

var(Display) editoronly Color EditorIconColor;
Color to tint the icon for this actor

PrePivot Source code

var(Display) const vector PrePivot;
Offset from box center for drawing.

Movement

Location Source code

var(Movement) const vector Location;
Actor's location; use Move or SetLocation to change.

Physics Source code

var(Movement) EPhysics Physics;

Rotation Source code

var(Movement) const rotator Rotation;
The actor's rotation; use SetRotation to change.

RotationRate Source code

var(Movement) rotator RotationRate;

Navigation

bBlocksNavigation Source code

var(Navigation) bool bBlocksNavigation;
indicates that this Actor can dynamically block AI paths

Object

Group Source code

var(Object) name Group;

Tag Source code

var(Object) name Tag;

Physics

bAllowFluidSurfaceInteraction Source code

var(Physics) bool bAllowFluidSurfaceInteraction;
Whether this actor will interact with fluid surfaces or not.


Enumerations Detail

ECollisionType Source code

enum ECollisionType
{
COLLIDE_CustomDefault, COLLIDE_NoCollision, COLLIDE_BlockAll, COLLIDE_BlockWeapons, COLLIDE_TouchAll, COLLIDE_TouchWeapons, COLLIDE_BlockAllButWeapons, COLLIDE_TouchAllButWeapons, COLLIDE_BlockWeaponsKickable
};

EDoubleClickDir Source code

enum EDoubleClickDir
{
DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done
};

EMoveDir Source code

enum EMoveDir
{
MD_Stationary, MD_Forward, MD_Backward, MD_Left, MD_Right, MD_Up, MD_Down
};
The set of Directions an actor can be moving

ENetRole Source code

enum ENetRole
{
ROLE_None, 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_Interpolating, PHYS_Spider, PHYS_Ladder, PHYS_RigidBody, PHYS_SoftBody, PHYS_NavMeshWalking, PHYS_Unused, PHYS_Custom,
};

ETravelType Source code

enum ETravelType
{
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
};


Structures Detail

ActorReference Source code

struct immutablewhencooked ActorReference
{
var(Actor) Actor Actor;
var(Actor) editconst const guid Guid;
};
Struct used for cross level actor references

AnimSlotDesc Source code

struct native AnimSlotDesc
{
var int NumChannels;
var name SlotName;
};
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.

AnimSlotInfo Source code

struct native AnimSlotInfo
{
var array<float> ChannelWeights;
var name SlotName;
};
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.

BasedPosition Source code

struct BasedPosition
{
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

CollisionImpactData Source code

struct CollisionImpactData
{
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 collision
TotalFrictionForceVector:
the total counterforce applied of the two objects sliding against each other
TotalNormalForceVector:
the total force applied as the two objects push against each other

ImpactInfo Source code

struct native ImpactInfo
{
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 Hit
HitInfo:
Trace Hit Info (material, bonename...)
HitLocation:
world location of hit impact
HitNormal:
Hit normal of impact
RayDir:
Direction of ray when hitting actor
StartTrace:
Start location of trace

NavReference Source code

struct immutablewhencooked NavReference
{
var(Actor) editconst const guid Guid;
var(Actor) NavigationPoint Nav;
};
Slow version of deref that will use GUID if Actor is NULL

PhysEffectInfo Source code

struct PhysEffectInfo
{
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

RigidBodyContactInfo Source code

struct RigidBodyContactInfo
{
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

RigidBodyState Source code

struct RigidBodyState
{
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

TimerData Source code

struct TimerData
{
var bool bLoop;
var bool bPaused;
var float Count;
var Name FuncName;
var float Rate;
var Object TimerObj;
var float TimerTimeDilation;
};


TraceHitInfo Source code

struct native TraceHitInfo
{
var name BoneName;
var PrimitiveComponent HitComponent;
var int Item;
var int LevelIndex;
var Material Material;
var PhysicalMaterial PhysMaterial;
};



Functions Detail

ActivateEventClass Source code

simulated final function bool ActivateEventClass ( class<SequenceEvent> InClass, Actor InInstigator, const out array<SequenceEvent> EventList, optional const out array<int> ActivateIndices, optional bool bTest, optional out array<SequenceEvent> ActivatedEvents ) )
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

AllActors Source code

native(304) final iterator function AllActors ( class<actor> BaseClass, out actor Actor, optional class<Interface> InterfaceClass )

AllOwnedComponents Source code

native final iterator function AllOwnedComponents ( class<Component> BaseClass, out ActorComponent OutComponent )
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.

AnimTreeUpdated Source code

simulated event AnimTreeUpdated ( SkeletalMeshComponent SkelMesh )
Notification called when one of our meshes gets his AnimTree updated

ApplyFluidSurfaceImpact Source code

simulated function ApplyFluidSurfaceImpact ( FluidSurfaceActor Fluid, vector HitLocation) )
Called when this actor touches a fluid surface

Attach Source code

event Attach ( Actor Other )

AttachComponent Source code

native final function AttachComponent ( ActorComponent NewComponent )
Adds a component to the actor's components array, attaching it to the actor.
@param NewComponent - The component to attach.

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

event BecomeViewTarget ( PlayerController PC )

BeginAnimControl Source code

event BeginAnimControl ( InterpGroup InInterpGroup )
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.

bool Source code

native(267) final function k2call bool ( )

bool Source code

native(279) final noexport function k2call bool ( )

BP2Vect Source code

native static final const function Vector BP2Vect ( BasedPosition BP ) con )
This will take the BasedPosition passed and return a Vector for it

BroadcastLocalizedMessage Source code

event BroadcastLocalizedMessage ( class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

BroadcastLocalizedTeamMessage Source code

event BroadcastLocalizedTeamMessage ( int TeamIndex, class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

Bump Source code

event Bump ( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )

CalcCamera Source code

simulated function bool CalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )
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 Source code

native final function 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 )
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

CanActorPlayFaceFXAnim Source code

simulated function bool CanActorPlayFaceFXAnim ( ) )
Returns FALSE if Actor can play facefx Implement in sub-class.

CanSplash Source code

simulated function bool CanSplash ( ) )

ChartData Source code

native final function ChartData ( string DataName, float DataValue )
Draw some value over time onto the StatChart. Toggle on and off with

CheckForErrors Source code

function bool CheckForErrors ( )

CheckHitInfo Source code

final simulated function CheckHitInfo ( out TraceHitInfo HitInfo, PrimitiveComponent FallBackComponent, Vector Dir, out Vector out_HitLocation ) )
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.

ChildActors Source code

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

ClampRotation Source code

simulated final native function bool ClampRotation ( out Rotator out_Rot, Rotator rBase, Rotator rUpperLimits, Rotator rLowerLimits )
Clamps out_Rot between the upper and lower limits offset from the base

ClearAllTimers Source code

native final function ClearAllTimers ( optional Object inObj )
Clears all previously set timers

ClearLatentAction Source code

simulated final function ClearLatentAction ( class<SeqAct_Latent> actionClass,optional bool bAborted,optional SeqAct_Latent exceptionAction) )
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

ClearTimer Source code

native final function ClearTimer ( optional Name inTimerFunc='Timer', optional Object inObj )
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

Clock Source code

native final function Clock ( out float time )

CollidingActors Source code

native(321) final iterator function CollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bUseOverlapCheck, optional class<Interface> InterfaceClass, optional out TraceHitInfo HitInfo )

CollisionChanged Source code

event CollisionChanged ( )
Called when collision values change for this actor (via SetCollision/SetCollisionSize).

ComponentList Source code

native final iterator function ComponentList ( class<ActorComponent> BaseClass, out ActorComponent out_Component )
returns each component in the Components list

ConsoleCommand Source code

native function string ConsoleCommand ( string Command, optional bool bWriteToLog = true )

ConstraintBrokenNotify Source code

simulated event ConstraintBrokenNotify ( Actor ConOwner, RB_ConstraintSetup ConSetup, RB_ConstraintInstance ConInstance ) )
When a constraint is broken we will get this event from c++ land.

ContainsPoint Source code

native final function bool ContainsPoint ( vector Spot )

CreateAudioComponent Source code

native final function AudioComponent CreateAudioComponent ( SoundCue InSoundCue, optional bool bPlay, optional bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation, optional bool bAttachToSelf = true )

CreateForceField Source code

event bool CreateForceField ( const AnimNotify_Forcefield AnimNotifyData ) )
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;

DebugFreezeGame Source code

event DebugFreezeGame ( optional Actor ActorToLookAt) )
Debug Freeze Game dumps the current script function stack and pauses the game with PlayersOnly (still allowing the player to move around).

DebugMessagePlayer Source code

final event DebugMessagePlayer ( coerce String Msg ) )

Destroyed Source code

event Destroyed ( )

Detach Source code

event Detach ( Actor Other )

DetachComponent Source code

native final function DetachComponent ( ActorComponent ExComponent )
Removes a component from the actor's components array, detaching it from the actor.
@param ExComponent - The component to detach.

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )
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.

DoKismetAttachment Source code

function DoKismetAttachment ( Actor Attachment, SeqAct_AttachToActor Action) )
Performs actual attachment. Can be subclassed for class specific behaviors.

DrawDebugBox Source code

native static final const function DrawDebugBox ( vector Center, vector Extent, byte R, byte G, byte B, optional bool bPersistentLines) con )
Draw a debug box

DrawDebugCone Source code

native static final const function DrawDebugCone ( Vector Origin, Vector Direction, FLOAT Length, FLOAT AngleWidth, FLOAT AngleHeight, INT NumSides, Color DrawColor, optional bool bPersistentLines) con )
Draw a debug cone

DrawDebugCoordinateSystem Source code

native static final const function DrawDebugCoordinateSystem ( vector AxisLoc, Rotator AxisRot, float Scale, optional bool bPersistentLines) con )
Draw Debug coordinate system

DrawDebugCylinder Source code

native static final const function DrawDebugCylinder ( vector Start, vector End, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines) con )
Draw a debug cylinder

DrawDebugFrustrum Source code

native static final const function DrawDebugFrustrum ( const out Matrix FrustumToWorld, byte R, byte G, byte B, optional bool bPersistentLines ) con )

DrawDebugLine Source code

native static final const function DrawDebugLine ( vector LineStart, vector LineEnd, byte R, byte G, byte B, optional bool bPersistentLines) con )
Draw a debug line

DrawDebugPoint Source code

native static final const function DrawDebugPoint ( vector Position, float Size, LinearColor PointColor, optional bool bPersistentLines) con )
Draw a debug point

DrawDebugSphere Source code

native static final const function DrawDebugSphere ( vector Center, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines) con )
Draw a debug sphere

DrawDebugStar Source code

native static final const function DrawDebugStar ( vector Position, float Size, byte R, byte G, byte B, optional bool bPersistentLines) con )
Draw a debug star

DrawDebugString Source code

native static final const function DrawDebugString ( vector TextLocation, coerce string Text, optional Actor TestBaseActor, optional color TextColor, optional float Duration=-1.f) con )
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

DynamicActors Source code

native(313) final iterator function DynamicActors ( class<actor> BaseClass, out actor Actor, optional class<Interface> InterfaceClass )

EffectIsRelevant Source code

simulated function bool EffectIsRelevant ( vector SpawnLocation, bool bForceDedicated, optional float VisibleCullDistance=5000.0, optional float HiddenCullDistance=350.0 ) )
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

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( Actor Other )
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

EndViewTarget Source code

event EndViewTarget ( PlayerController PC )

Falling Source code

event Falling ( )

FastTrace Source code

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

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )
called when the actor falls out of the world 'safely' (below KillZ and such)

FindBase Source code

native function FindBase ( )
Attempts to find a valid base for this actor

FindEventsOfClass Source code

simulated final function bool FindEventsOfClass ( class<SequenceEvent> EventClass, optional out array<SequenceEvent> out_EventList, optional bool bIncludeDisabled) )
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

FindGoodEndView Source code

simulated function FindGoodEndView ( PlayerController PC, out Rotator GoodRotation) )
Used by PlayerController.FindGoodView() in RoundEnded State

FindSpot Source code

native final function bool FindSpot ( vector BoxExtent, out vector SpotLocation )

FinishAnim Source code

native(261) final latent function FinishAnim ( AnimNodeSequence SeqNode )

FinishAnimControl Source code

event FinishAnimControl ( InterpGroup InInterpGroup )
Called when we are done with the AnimControl track.

fixedTurn Source code

native final function int fixedTurn ( int Current, int Desired, int DeltaRate )
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

FlushDebugStrings Source code

native static final exec const function FlushDebugStrings ( ) con )
clear all debug strings

FlushPersistentDebugLines Source code

native static final const function FlushPersistentDebugLines ( ) con )
Flush persistent lines

ForceNetRelevant Source code

event ForceNetRelevant ( ) )
forces this actor to be net relevant if it is not already by default, only works on level placed actors (bNoDelete)

ForceUpdateComponents Source code

native function ForceUpdateComponents ( optional bool bCollisionUpdate = FALSE, optional bool bTransformOnly = TRUE )
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.

GainedChild Source code

event GainedChild ( Actor Other )

GetActorEyesViewPoint Source code

simulated event GetActorEyesViewPoint ( out vector out_Location, out Rotator out_Rotation ) )
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.

GetActorFaceFXAsset Source code

event FaceFXAsset GetActorFaceFXAsset ( )
Used by Matinee in-game to mount FaceFXAnimSets before playing animations.

GetAggregateBaseVelocity Source code

native final function Vector GetAggregateBaseVelocity ( optional Actor TestBase )
This will compute the aggregate velocity all the way up the Base chain

GetAimAdhesionExtent Source code

simulated function GetAimAdhesionExtent ( out float Width, out float Height, out vector Center) )
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).

GetAimFrictionExtent Source code

simulated function GetAimFrictionExtent ( out float Width, out float Height, out vector Center) )
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).

GetALocalPlayerController Source code

native final function PlayerController GetALocalPlayerController ( )
Return first found LocalPlayerController. Fine for single player, in split screen, one will be picked.

GetAvoidanceVector Source code

final native function 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 )
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 .

GetBasedPosition Source code

native static final const function Vector GetBasedPosition ( BasedPosition BP ) con )
This will take the BasedPosition passed and return a Vector for it

GetBaseMost Source code

native function Actor GetBaseMost ( )
Walks up the Base chain from this Actor and returns the Actor at the top (the eventual Base). this->Base is NULL, returns this.

GetBoundingCylinder Source code

native const function GetBoundingCylinder ( out float CollisionRadius, out float CollisionHeight) con )

GetComponentsBoundingBox Source code

native final const function GetComponentsBoundingBox ( out box ActorBox) con )

GetDebugName Source code

function String GetDebugName ( ) )

GetDestination Source code

native final virtual function vector GetDestination ( Controller C )
returns the position the AI should move toward to reach this actor accounts for AI using path lanes, cutting corners, and other special adjustments

GetFaceFXAudioComponent Source code

simulated event AudioComponent GetFaceFXAudioComponent ( ) )
Function for allowing you to tell FaceFX which AudioComponent it should use for playing audio for corresponding facial animation.

GetGravityZ Source code

native function float GetGravityZ ( )
Get gravity currently affecting this actor

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

GetItemName Source code

simulated function String GetItemName ( string FullName ) )

GetLocalString Source code

static function string GetLocalString ( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ) )

GetPackageGuid Source code

native static final function Guid GetPackageGuid ( name PackageName )
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.

GetPhysicsName Source code

simulated function String GetPhysicsName ( ) )

GetRemainingTimeForTimer Source code

simulated final function float GetRemainingTimeForTimer ( optional name TimerFuncName = 'Timer', optional Object inObj) )

GetTargetLocation Source code

simulated native const function vector GetTargetLocation ( optional actor RequestedBy, optional bool bRequestAlternateLoc) con )

@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

GetTeamNum Source code

simulated native function byte GetTeamNum ( )

GetTerminalVelocity Source code

native function float GetTerminalVelocity ( )
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.

GetTimerCount Source code

native final function float GetTimerCount ( optional Name inTimerFunc='Timer', optional Object inObj )
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

GetTimerRate Source code

native final function float GetTimerRate ( optional name TimerFuncName = 'Timer', optional Object inObj )
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

GetURLMap Source code

native(547) final function string GetURLMap ( )

HealDamage Source code

event bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType )
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

HitWall Source code

event HitWall ( vector HitNormal, actor Wall, PrimitiveComponent WallComp ) )

HurtRadius Source code

simulated function 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 Source code

simulated event InterpolationChanged ( SeqAct_Interp InterpAction )
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

InterpolationFinished Source code

simulated event InterpolationFinished ( SeqAct_Interp InterpAction )
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

InterpolationStarted Source code

simulated event InterpolationStarted ( SeqAct_Interp InterpAction, InterpGroupInst GroupInst )
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

IsActorPlayingFaceFXAnim Source code

simulated function bool IsActorPlayingFaceFXAnim ( ) )
Returns TRUE if Actor is playing a FaceFX anim. Implement in sub-class.

IsBasedOn Source code

native noexport final function bool IsBasedOn ( Actor TestActor )
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

IsBlockedBy Source code

native final noexport const function bool IsBlockedBy ( const Actor Other) con )

@return whether this Actor may be blocked by any primitive of Other

IsInPain Source code

function bool IsInPain ( ) )
@RETURN true if this actor is touching a pain causing volume

IsInPersistentLevel Source code

native final const function bool IsInPersistentLevel ( optional bool bIncludeLevelStreamingPersistent) con )
whether this Actor is in the persistent level, i.e. not a sublevel

IsOverlapping Source code

native noexport final function bool IsOverlapping ( Actor A )

IsOwnedBy Source code

native noexport final function bool IsOwnedBy ( Actor TestActor )
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

IsPlayerOwned Source code

native simulated function bool IsPlayerOwned ( )
Searches the owner chain looking for a player.

IsStationary Source code

function bool IsStationary ( ) )

IsTimerActive Source code

native final function bool IsTimerActive ( optional Name inTimerFunc='Timer', optional Object inObj )
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

KilledBy Source code

function KilledBy ( pawn EventInstigator )

Landed Source code

event Landed ( vector HitNormal, actor FloorActor )

LocalPlayerControllers Source code

native final iterator function LocalPlayerControllers ( class<PlayerController> BaseClass, out PlayerController PC )
iterator LocalPlayerControllers() returns all locally rendered/controlled player controllers (typically 1 per client, unless split screen)

LostChild Source code

event LostChild ( Actor Other )

MakeNoise Source code

native(512) final function MakeNoise ( float Loudness, optional Name NoiseType )

MatchStarting Source code

function MatchStarting ( )

ModifyHearSoundComponent Source code

simulated event ModifyHearSoundComponent ( AudioComponent AC )
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)

ModifyTimerTimeDilation Source code

native final function ModifyTimerTimeDilation ( const name TimerName, const float InTimerTimeDilation, optional Object inObj )
This will search the Timers on this actor and set the passed in TimerTimeDilation

Move Source code

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

MoveSmooth Source code

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

MovingWhichWay Source code

native function EMoveDir MovingWhichWay ( out float Amount )
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.

NativePostRenderFor Source code

simulated native function NativePostRenderFor ( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir )
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

NotifyLocalPlayerTeamReceived Source code

simulated function NotifyLocalPlayerTeamReceived ( )

NotifySkelControlBeyondLimit Source code

simulated event NotifySkelControlBeyondLimit ( SkelControlLookAt LookAt )

OnAnimEnd Source code

event OnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime )
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).

OnAnimPlay Source code

event OnAnimPlay ( AnimNodeSequence SeqNode )
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

OnAttachToActor Source code

function OnAttachToActor ( SeqAct_AttachToActor Action) )
Attach an actor to another one. Kismet action.

OnChangeCollision Source code

function OnChangeCollision ( SeqAct_ChangeCollision Action) )
Handler for collision action, allow designer to toggle collide/block actors

OnDestroy Source code

simulated function OnDestroy ( SeqAct_Destroy Action) )
If this actor is not already scheduled for destruction, destroy it now.

OnModifyHealth Source code

simulated function OnModifyHealth ( SeqAct_ModifyHealth Action) )

OnRanOver Source code

event OnRanOver ( SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex )
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.

OnRigidBodySpringOverextension Source code

simulated event OnRigidBodySpringOverextension ( RB_BodyInstance BodyInstance )
Notification forwarded from RB_BodyInstance, when a spring is over extended and disabled.

OnSetBlockRigidBody Source code

simulated function OnSetBlockRigidBody ( SeqAct_SetBlockRigidBody Action) )
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.

OnSetPhysics Source code

simulated function OnSetPhysics ( SeqAct_SetPhysics Action) )
Handler for the SeqAct_SetPhysics action, allowing designer to change the Physics mode of an Actor.

OnSetVelocity Source code

simulated function OnSetVelocity ( SeqAct_SetVelocity Action ) )
Handler for the SeqAct_SetVelocity action. Allows level designer to impart a velocity on the actor.

OnSleepRBPhysics Source code

event OnSleepRBPhysics ( )
RigidBody went to sleep after being awake - only valid if bCallRigidBodyWakeEvents==TRUE

OnTeleport Source code

simulated function OnTeleport ( SeqAct_Teleport Action) )
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

OnToggleHidden Source code

simulated function OnToggleHidden ( SeqAct_ToggleHidden Action) )
Handler for SeqAct_ToggleHidden, just sets bHidden.

OnWakeRBPhysics Source code

event OnWakeRBPhysics ( )
RigidBody woke up after being stationary - only valid if bCallRigidBodyWakeEvents==TRUE

OutsideWorldBounds Source code

simulated event OutsideWorldBounds ( ) )
called when the Actor is outside the hard limit on world bounds @note physics and collision are automatically turned off after calling this function

OverlappingActors Source code

native final iterator function OverlappingActors ( class<Actor> BaseClass, out Actor out_Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden )
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.

OverRotated Source code

simulated event bool OverRotated ( out Rotator out_Desired, out Rotator out_Actual )
Called by ClampRotation if the rotator was outside of the limits

PauseTimer Source code

native final function PauseTimer ( bool bPause, optional Name inTimerFunc='Timer', optional Object inObj )
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

PawnBaseDied Source code

function PawnBaseDied ( )

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume NewVolume )

PlayActorFaceFXAnim Source code

event bool PlayActorFaceFXAnim ( FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay )
Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.

PlayerCanSeeMe Source code

native(532) final function bool PlayerCanSeeMe ( optional bool bForceLOSCheck )

PlayParticleEffect Source code

event bool PlayParticleEffect ( const AnimNotify_PlayParticleEffect AnimNotifyData ) )
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;

PlaySound Source code

native noexport final function PlaySound ( SoundCue InSoundCue, optional bool bNotReplicated, optional bool bNoRepToOwner, optional bool bStopWhenOwnerDestroyed, optional vector SoundLocation, optional bool bNoRepToRelevant )

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound )

PointCheckComponent Source code

native noexport final function bool PointCheckComponent ( PrimitiveComponent InComponent, vector PointLocation, vector PointExtent )
Run a point check against just this PrimitiveComponent. Return TRUE if we hit. NOTE: the actual Actor we call this on is irrelevant!

PostBeginPlay Source code

event k2override PostBeginPlay ( )

PostDemoRewind Source code

simulated event PostDemoRewind ( )
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

PostInitAnimTree Source code

event PostInitAnimTree ( SkeletalMeshComponent SkelComp )
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

PostRenderFor Source code

simulated event PostRenderFor ( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir )
Script function called by NativePostRenderFor().

PostTeleport Source code

function PostTeleport ( Teleporter OutTeleporter )

PostTouch Source code

event PostTouch ( Actor Other )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PrestreamTextures Source code

native function PrestreamTextures ( float Seconds, bool bEnableStreaming, optional int CinematicTextureGroups = 0 )
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

PreTeleport Source code

function bool PreTeleport ( Teleporter InTeleporter )

RanInto Source code

event RanInto ( Actor Other )

ReattachComponent Source code

native final function ReattachComponent ( ActorComponent ComponentToReattach )
Detaches and immediately reattaches specified component. Handles bWillReattach properly.

ReceivedNewEvent Source code

simulated event ReceivedNewEvent ( SequenceEvent Evt) )
Called by SeqAct_AttachToEvent when a duplicate event is added to this actor at run-time

ReplaceText Source code

static function ReplaceText ( out string Text, string Replace, string With) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName )

ReplicationEnded Source code

simulated event ReplicationEnded ( )
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 Source code

event Reset ( )
Reset actor to initial state - used when restarting level without reloading.

ResetTimerTimeDilation Source code

native final function ResetTimerTimeDilation ( const name TimerName, optional Object inObj )
This will search the Timers on this actor and reset the TimerTimeDilation to 1.0f

RigidBodyCollision Source code

event RigidBodyCollision ( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex )
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

RootMotionExtracted Source code

simulated event RootMotionExtracted ( SkeletalMeshComponent SkelComp, out BoneAtom ExtractedRootMotionDelta )
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.

RootMotionModeChanged Source code

simulated event RootMotionModeChanged ( SkeletalMeshComponent SkelComp )
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.

RootMotionProcessed Source code

simulated event RootMotionProcessed ( SkeletalMeshComponent SkelComp )
Notification that Root Motion has been processed.

ScriptGetTeamNum Source code

simulated event byte ScriptGetTeamNum ( ) )

SetAnimPosition Source code

event SetAnimPosition ( name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion )
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

SetBase Source code

native(298) noexport final function SetBase ( actor NewBase, optional vector NewFloor, optional SkeletalMeshComponent SkelComp, optional name AttachName )

SetBasedPosition Source code

native static final const function SetBasedPosition ( out BasedPosition BP, Vector Pos, optional Actor ForcedBase ) con )
This will calculate and then set the passed in BasedPosition. This is just modifying the passed in BasedPosition.

SetCollision Source code

native(262) final noexport function SetCollision ( optional bool bNewColActors, optional bool bNewBlockActors, optional bool bNewIgnoreEncroachers )

SetCollisionSize Source code

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

SetCollisionType Source code

native final function SetCollisionType ( ECollisionType NewCollisionType )

SetDrawScale Source code

native final function SetDrawScale ( float NewScale )

SetDrawScale3D Source code

native final function SetDrawScale3D ( vector NewScale3D )

SetForcedInitialReplicatedProperty Source code

native final function SetForcedInitialReplicatedProperty ( Property PropToReplicate, bool bAdd )
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

SetHardAttach Source code

native final noexport function SetHardAttach ( optional bool bNewHardAttach )

SetHidden Source code

native final function SetHidden ( bool bNewHidden )
Changes the value of bHidden.
@param bNewHidden - The value to assign to bHidden.

SetHUDLocation Source code

simulated native function SetHUDLocation ( vector NewHUDLocation )
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

SetInitialState Source code

simulated event SetInitialState ( ) )

SetMorphWeight Source code

event SetMorphWeight ( name MorphNodeName, float MorphWeight )
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.

SetNetUpdateTime Source code

final native function SetNetUpdateTime ( float NewUpdateTime )
Updates NetUpdateTime to the new value for future net relevancy checks

SetOnlyOwnerSee Source code

native final function SetOnlyOwnerSee ( bool bNewOnlyOwnerSee )
changes the value of bOnlyOwnerSee
@param bNewOnlyOwnerSee the new value to assign to bOnlyOwnerSee

SetOwner Source code

native(272) final function SetOwner ( actor NewOwner )

SetPhysics Source code

native(3970) noexport final function SetPhysics ( EPhysics newPhysics )

SetRelativeLocation Source code

native final function bool SetRelativeLocation ( vector NewLocation )

SetRelativeRotation Source code

native final function bool SetRelativeRotation ( rotator NewRotation )

SetRotation Source code

SetLocation(vectorNewLocation) ; native(299) final function bool SetRotation ( rotator NewRotation )

SetSkelControlScale Source code

event SetSkelControlScale ( name SkelControlName, float Scale )
Called each frame by Matinee to update the scaling on a SkelControl.

SetTickGroup Source code

native final function SetTickGroup ( ETickingGroup NewTickGroup )
Changes the ticking group for this actor

SetTickIsDisabled Source code

native final function SetTickIsDisabled ( bool bInDisabled )
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

SetTimer Source code

native(280) final function SetTimer ( float InRate, optional bool inbLoop, optional Name inTimerFunc='Timer', optional Object inObj )
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

SetZone Source code

native final noexport function SetZone ( bool bForceRefresh )
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

ShouldBeHiddenBySHOW_NavigationNodes Source code

native function bool ShouldBeHiddenBySHOW_NavigationNodes ( )
replaces IsA(NavigationPoint) check for primitivecomponents

ShutDown Source code

simulated event ShutDown ( ) )
ShutDown an actor.

Sleep Source code

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

Spawn Source code

native noexport final coerce function actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation, optional Actor ActorTemplate, optional bool bNoCollisionFail )
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

SpawnedByKismet Source code

event SpawnedByKismet ( )
called when this Actor was spawned by a Kismet actor factory (SeqAct_ActorFactory) after all other spawn events (PostBeginPlay(), etc) have been called

SpecialHandling Source code

event Actor SpecialHandling ( Pawn Other )

StopActorFaceFXAnim Source code

event StopActorFaceFXAnim ( )
Stop any matinee FaceFX animations on this Actor.

StopsProjectile Source code

simulated function bool StopsProjectile ( Projectile P) )

SuggestTossVelocity Source code

native noexport final function 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 )

SupportsKismetModification Source code

native final virtual const function bool SupportsKismetModification ( SequenceOp AskingOp, out string Reason) con )
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

TakeDamage Source code

event TakeDamage ( int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )
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)

TakeRadiusDamage Source code

simulated function TakeRadiusDamage ( Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent=1.f ) )
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.

Tick Source code

event k2override Tick ( float DeltaTime )

Timer Source code

event Timer ( )

TornOff Source code

Destroy() ; event TornOff ( )

Touch Source code

event k2override Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )

TouchingActors Source code

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

Trace Source code

native(277) noexport final function 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 )
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.

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, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags )

TraceAllPhysicsAssetInteractions Source code

native noexport final function bool TraceAllPhysicsAssetInteractions ( SkeletalMeshComponent SkelMeshComp, Vector EndTrace, Vector StartTrace, out Array<ImpactInfo> out_Hits, optional Vector Extent )

TraceComponent Source code

native noexport final function 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 )
Run a line check against just this PrimitiveComponent. Return TRUE if we hit. NOTE: the actual Actor we call this on is irrelevant!

TrailsNotify Source code

event TrailsNotify ( const AnimNotify_Trails AnimNotifyData )
Called by AnimNotify_Trails
@param AnimNotifyData The AnimNotify_Trails which will have all of the various params on it

TrailsNotifyEnd Source code

event TrailsNotifyEnd ( const AnimNotify_Trails AnimNotifyData )
Called by AnimNotify_Trails
@param AnimNotifyData The AnimNotify_Trails which will have all of the various params on it

TrailsNotifyTick Source code

event TrailsNotifyTick ( const AnimNotify_Trails AnimNotifyData )
Called by AnimNotify_Trails
@param AnimNotifyData The AnimNotify_Trails which will have all of the various params on it

TriggerEventClass Source code

simulated function bool TriggerEventClass ( class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1, optional bool bTest, optional out array<SequenceEvent> ActivatedEvents) )
Convenience function for triggering events in the GeneratedEvents list If you need more options (activating multiple outputs, etc), call ActivateEventClass() directly

TriggerGlobalEventClass Source code

simulated function bool TriggerGlobalEventClass ( class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1) )
trigger a "global" Kismet event (one that doesn't have an Originator, generally because it's triggered by a game-time object)

UnClock Source code

native final function UnClock ( out float time )

UnTouch Source code

event k2override UnTouch ( Actor Other )

UsedBy Source code

function bool UsedBy ( Pawn User) )
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

Vect2BP Source code

native static final const function Vect2BP ( out BasedPosition BP, Vector Pos, optional Actor ForcedBase ) con )
This will calculate and then set the passed in BasedPosition. This is just modifying the passed in BasedPosition.

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, float Radius, optional vector Loc, optional bool bIgnoreHidden, optional vector Extent, optional bool bTraceActors, optional class<Interface> InterfaceClass, optional out TraceHitInfo HitInfo )

VolumeBasedDestroy Source code

simulated function VolumeBasedDestroy ( PhysicsVolume PV) )
Called when an Actor should be destroyed by a pain volume.

WillOverlap Source code

final native function bool WillOverlap ( vector PosA, vector VelA, vector PosB, vector VelB, float StepSize, float Radius, out float Time )
Steps from each position given the respective velocities performing simple radius checks


Defaultproperties

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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Creation time: ti 22-3-2011 19:56:46.904 - Created with UnCodeX