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Actor/Display

UT2003 :: Object >> Actor (Property Group: Display)

(For the UT Actor class properties, see Actor (UT)/Display.)

This group holds properties that affect how the actor is displayed. The most important property is the DrawType enum?eration, which sets what kind of resource is displayed: texture, mesh, etc. Other properties then determine the actual thing that is displayed: Set The Resource Property that matches the DrawType.

AmbientGlow
The brightness of the actor. Shifts the used lightmap up by this amount. 0 means the actor can be completely dark if it's in the shadows, 128 means the actor will be rendered as unlit or brighter, 254 means the actor is always rendered twice as bright as unlit
ConvexVolume AntiPortal
ConvexVolume used for DT_AntiPortal
bool bAcceptsProjectors
Projectors can project onto this actor
bool bAlwaysFaceCamera
actor will be rendered always facing the camera like a sprite?
bool bDisableSorting
Manual override for translucent material sorting.
bool bShadowCast
Casts [static shadow]?s.
bool bStaticLighting
Uses raytraced lighting.
bool bUnlit
Lights don't affect actor. It will be at full brightness.
bool bUseDynamicLights
bool bUseLightingFromBase
Use Unlit/AmbientGlow from Base
float ClientOverlayCounter
sjs - current secs left to show overlay effect
float ClientOverlayTimer
sjs - client inital time count
float CullDistance
in non-zero, sets the distance at which to cease displaying this actor (works for static meshes)
float DrawScale
Scales the actor's visual representation, whether it's a static mesh, texture or whatever. Useful on non-displayed actors to make their icons bigger in UnrealEd.
vector DrawScale3D
3-dimensional scaling of the actor's visual representation. Used on static meshes.
EDrawType DrawType
Sets how the actor is drawn, eg sprite, static mesh, etc. See enum list below.
name ForcedVisibilityZoneTag
Makes the visibility code treat the actor as if it was in the zone(s) with the given tag.
float LODBias
This will affect the distance at which the engine starts simplifying the mesh. If your new model has parts that are pretty thin, or even have a single face, raise this number.
byte MaxLights
Limit to hardware lights active on this primitive.
Mesh Mesh
Mesh to display if DrawType=DT_Mesh.
Material OverlayMaterial
sjs - shader/material effect to use with skin
float OverlayTimer
sjs - set by server
vector PrePivot
Offset from box center for drawing. This property is useful for fixing static meshes that aren't correctly lined up to the grid.
float ScaleGlow
array<Material> Skins
Multiple skin support - not replicated.
StaticMesh StaticMesh
the Static Mesh to display if DrawType=DT_StaticMesh
ERenderStyle Style
the render style: see below
Material Texture
Sprite texture if DrawType=DT_Sprite
EUV2Mode UV2Mode
determines how the UV2Texture is applied.
Material UV2Texture
Some sort of overlay mojo for Static Meshes. See UV2Texture.

EDrawType

The DrawType enumneration sets how the actor displays. Some of these options work with another property to set what is displayed.

DT_None
The actor isn't displayed at all. You should probably use /Advanced → bHidden instead in most cases because it will allow the actor to still show up in UnrealEd.
DT_Sprite
Display a sprite with the material set in the Texture property.
DT_Mesh
Display the mesh set in the Mesh property.
DT_Brush
Only for Brush classes.
DT_RopeSprite
DT_VerticalSprite
DT_Terraform
DT_SpriteAnimOnce
Like DT_Sprite, but plays an animated texture's animation at a speed that plays the animation exactly once during the LifeSpan of the actor.
DT_StaticMesh
Display the static mesh set in the StaticMesh property.
DT_DrawType
DT_Particle
Used by particle effect actors (Emitter, xEmitter, xWeatherEffect) and xProcMeshes.
DT_AntiPortal
Used for Antiportals.
DT_FluidSurface
Used by FluidSurfaceInfos. See Fluid Surfaces.

ERenderStyle

See also Color Blending.

STY_None
STY_Normal
STY_Masked
STY_Translucent
STY_Modulated
STY_Alpha
If you use the Alpha blending mode when drawing in RenderOverlays, the final alpha level is determined by both the alpha channel AND the player's HUD Transparency Setting. So even if you set the alpha to 255, if the player has anything less than a fully opaque HUD setting, your overlay texture will still appear translucent.
STY_Additive
STY_Subtractive
STY_Particle
STY_AlphaZ

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