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Actor/Properties

UT2004 :: Object >> Actor (Property Group: None)

These are the so-called hidden variables. They can't be accessed in the Actor Properties Window (but see that page for ways to work around this).

vector Acceleration
For physics types that move the actor based on its Velocity, the Acceleration is constantly applied.
float AccumKarmaAngleError
ActorRenderDataPtr ActorRenderData (const native)
array<Actor> Attached (const)
Array of actors attached to this actor.
name AttachmentBone (const)
Name of bone to which actor is attached (if attached to center of base.
bool bAlreadyPrecachedMaterials
bool bAlreadyPrecachedMeshes
bool bAlwaysRelevant
Always relevant for network.
bool bAlwaysTick (const)
Update even when players-only.
bool bAlwaysZeroBoneOffset
If true, offset always zero when attached to skeletalmesh.
bool bAnimByOwner
Animation dictated by owner.
Actor Base (const)
Actor we're standing on.
bool bBadStateCode
Used for recovering from illegal state transitions (hack)
bool bBlockPlayers
OBSOLETE - no longer used
bool bBlockProjectiles
bool bBlocksTeleport
bool bCanBeDamaged
Can take damage.
bool bClientAnim
Don't replicate any animations - animation done client-side.
bool bClientAuthoritative (const)
Remains ROLE_Authority on client (only valid for bStatic or bNoDelete actors).
bool bClientDemoNetFunc (const)
True if we're client-side demo recording and this call originated from the remote.
bool bClientDemoRecording (const)
True we are currently recording a client-side demo.
bool bClientTrigger
replicated property used to trigger client side ClientTrigger() event.
bool bCollideWorld
Collides with the world.
bool bCompressedPosition
Used by networking code to flag compressed position replication.
bool bDeleteMe (const)
About to be deleted.
bool bDemoOwner (const)
Demo recording driver owns this actor.
bool bDemoRecording (const)
True we are currently demo recording.
bool bDestroyInPainVolume
Destroy this actor if it enters a pain volume.
bool bDetailAttachment (const)
If actor is attached to Karma object, only move once a frame regardless of timestep subdivision. Only valid when bCollideActors is false.
bool bDisturbFluidSurface
Cause ripples when in contact with FluidSurface.
bool bDramaticLighting
bool bEdSnap
Should snap to grid in UnrealEd.
bool bForceSkelUpdate
Update skeleton (and attached actor positions) even if not rendered.
bool bHurtEntry
Keep HurtRadius from being reentrant,
bool bIgnoreOutOfWorld
Don't destroy if enters zone zero.
bool bIgnoreVehicles
Ignore collisions between vehicles and this actor (only relevant if bIgnoreEncroachers is false).
bool bInterpolating
Performing interpolating.
bool bJustTeleported (const)
Used by engine physics - not valid for scripts.
bool bLightChanged
Recalculate this light's lighting now.
bool bNetDirty (transient const)
Set when any attribute is assigned a value in unrealscript,
bool bNetInitial (const)
Initial network update.
bool bNetInitialRotation (const)
Should replicate initial rotation.
bool bNetNotify
The actor wishes to be notified of replication events. The actor gets the simulated function PostNetReceive() called whenever replication occurs, e.g. in Ammunition whenever AmmoAmount gets changed.
bool bNetOwner (const)
Player owns this actor.
bool bNetRelevant (const)
Actor is currently relevant. Only valid server side, only when replicating variables.
bool bNetTemporary (const)
Tear-off simulation in network play.
bool bNoRepMesh
Don't replicate mesh.
bool bNotifyLocalPlayerTeamReceived
Wants NotifyLocalPlayerTeamReceived()
bool bNotOnDedServer
Destroy if on dedicated server and RemoteRole== ROLE_None (emitters, etc.)
bool bObsolete
Actor is obsolete - warn level designers to remove it.
bool bOnlyAffectPawns (const)
Optimisation - only test overlap against Pawns. Used for influences etc.
bool bOnlyDirtyReplication
If true, only replicate actor if bNetDirty is true - useful if no C++ changed attributes (such as physics)
bool bOnlyDrawIfAttached
Don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched).
bool bOnlyOwnerSee
Only owner can see this actor.
bool bOnlyRelevantToOwner
This actor is only relevant to its owner.
bool bOrientOnSlope
When landing, orient base on slope of floor.
bool bOwnerNoSee
Everything but the owner can see this actor.
bool bPathTemp (transient)
Internal/path building.
bool bPendingDelete
Set when actor is about to be deleted (since endstate and other functions called during deletion process before bDeleteMe is set).
bool bRepClientDemo (const)
True if remote client is recording demo.
bool bReplicateAnimations
Should replicate SimAnim.
bool bReplicateInstigator
Replicate instigator to client (used by bNetTemporary projectiles).
bool bReplicateMovement
If true, replicate movement/location related properties.
Model? Brush (const export)
Used by Brush subclass actors with DrawType=DT_Brush. The Model object is the actual shape of the brush.
bool bScriptInitialized
Set to prevent re-initializing of actors spawned during level startup
bool bSelected (const)
Selected in UnrealEd.
bool bShouldStopKarma (transient const)
bool bShowOctreeNodes
bool bSkipActorPropertyReplication
f true, don't replicate actor class variables for this actor.
bool bSmoothKarmaStateUpdates
When true, karma state updates will be smoothly interpolated.
bool bStatic (const)
Does not move or change over time. Level designers should not change this, it will screw up net play.
bool bTearOff
If true, this actor is no longer replicated to new clients, and is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.
bool bTempEditor
bool bTicked (transient const)
Actor has been updated.
bool bTimerLoop
Timer loops (else is one-shot).
bool bTraceWater
If true, trace() by this actor returns collisions with water volumes.
bool bTrailerAllowRotation
If PHYS_Trailer and want independent rotation control.
bool bTrailerPrePivot
If PHYS_Trailer and true, offset from owner by PrePivot.
bool bTrailerSameRotation
If PHYS_Trailer and true, have same rotation as owner.
bool bTravel
Actor is capable of travelling among servers.
bool bUpdateSimulatedPosition
f true, update velocity/location after initialization for simulated proxies.
bool bUseCollisionStaticMesh
bool bWasSNFiltered
Mainly for debugging - the way this actor was inserted into Octree.
bool bWorldGeometry
Collision and Physics treats this actor as world geometry.
Matrix CachedLocalToWorld
vector CachedLocation (const)
rotator CachedRotation (const)
int CollisionTag (const native)
vector ColLocation (const)
Actor's old location one move ago. Only for debugging.
Actor Deleted (const)
Next actor in just-deleted chain. (not accessible through UnrealScript)
float FluidSurfaceShootStrengthMod
If bDisturbFluidSurface== true, FluidSurface's ShootStrength is multiplied by this before doing the ripples.
Matrix HardRelMatrix (const)
Transform of actor in base's ref frame. Doesn't change after SetBase.
Material HighDetailOverlay
If high detail mode, use this overlay when no other overlay is active.
Pawn Instigator
Pawn responsible for damage caused by this actor.
Inventory Inventory
This actor's Inventory chain. Usually used by Pawns to store the player's inventory and by the Inventory class itself to build the linked list of inventory items.
int JoinedTag (const transient)
int KStepTag (const native)
float LastRenderTime (transient)
Last time this actor was rendered.
float LatentFloat (const)
Internal latent function use.
array<int> Leaves (transient)
BSP leaves this actor is in.
LevelInfo Level (const)
Level this actor is on.
LightRenderDataPtr LightRenderData (const native)
MeshInstance? MeshInstance (transient)
Mesh instance.
class<LocalMessage> MessageClass
A LocalMessage class associated with this actor.
float NetPriority
Higher priorities means update it more frequently.
int NetTag (const transient)
float NetUpdateFrequency
How many net updates per seconds.
float NetUpdateTime
Time of last update
Box OctreeBox (const transient)
Actor bounding box cached when added to Octree. Internal use only.
vector OctreeBoxCenter (const transient)
vector OctreeBoxRadii (const transient)
array<pointer> OctreeNodes (const transient)
Array of nodes of the octree Actor is currently in. Internal use only.
Actor Owner
Owner actor.
Actor PendingTouch
Actor touched during move which wants to add an effect after the movement completes.
PhysicsVolume PhysicsVolume (const)
physics volume this actor is currently in.
array<ProjectorRenderInfoPtr> Projectors (const native)
Projected textures on this actor.
PointRegion Region (const)
A struct describing the region this actor is in. Oly one property in this struct is commonly used: Region.Zone references the ZoneInfo of the zone containing the actor.
vector RelativeLocation (const)
Location relative to base/bone (valid if base exists).
rotator RelativeRotation (const)
Rotation relative to base/bone (valid if base exists).
ENetRole RemoteRole
Remote network role. See Role.
int RenderRevision (const native)
Material RepSkin
Replicated skin (sets Skins[0] if not none)
ENetRole Role
Local network role. See Role.
AnimRep SimAnim
Only replicated if bReplicateAnimations is true
EFilterState StaticFilterState
StaticMeshInstance? StaticMeshInstance
Contains per-instance static mesh data, like static lighting data.
array<StaticMeshProjectorRenderInfoPtr> StaticMeshProjectors (const native)
array<BatchReference> StaticSectionBatches (const, native)
float TimerCounter (const)
Counts up until it reaches TimerRate.
float TimerRate
Timer event, 0=no timer.
array<Actor> Touching (const)
List of touching actors.
Level? XLevel (transient const)
The Level object. (not to be confused with the LevelInfo actor accessible through the Level property.

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