- Extends
- Object
- Modifiers
- abstract threaded native nativereplication
Core.Object
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+-- Engine.Actor
Direct Known Subclasses:
ActorBank, AISpawnPoint, AnimBrowserMesh, AnimBrowserMesh, AntiPortalActor, Arms, BaseCamera, BindingSet, Brush, BurningArea, CharacterState, CharacterVisualisation, ChatAdmin, ConfigManager, Controller, ControllerConfig, DamageType, Decoration, DecoVolumeObject, DoorSensor, Effects, EffectsSubsystem, Emitter, Equipment, EquipmentPickupProxy, EquipmentSpawnPoint, Explosion, ExplosionVisualisation, FluidSurfaceOscillator, GenericExternalCamera, GrapplerRope, HavokActor, HavokVehicleFactory, HUD, Info, InventoryStationPlatform, Jetpack, KActor, Keypoint, KRepulsor, KVehicleFactory, Light, Mirror, Motor, Mover, MPTeamScoreDecoration, NavigationPoint, NavigationTestHarness, NearMissCollisionVolume, Note, Pawn, PFTestHarness, PlacedNode, PointOfInterest, Projectile, ProjectileRadius, Projector, RandomMap, RepairRadius, Script, SensorListNode, Shield, ShockMineProximity, SkeletalDecoration, SniperRifleBeam, SoundInstance, SoundMarkerBase, SphereVisActor, spinfusorProperties, SquadInfo, StaticMeshActor, StaticMeshAttachment, SVehicleFactory, Timer, tmodPointerBeam, TribesInventoryCharacter, TribesInventoryWeaponActor, TribesTVReplication, TribesTVStudioViewSelector, Triggers, TsKeyframeMarker, TsViewFocus, TyrionUnitTest, Tyrion_Setup, UseableObject, VehicleSpawnArea, xWeatherEffect
Enumerations Summary |
EDetailMode DM_Low,
DM_High,
DM_SuperHigh |
EDoubleClickDir DCLICK_None,
DCLICK_Left,
DCLICK_Right,
DCLICK_Forward,
DCLICK_Back,
DCLICK_Active,
DCLICK_Done |
EDrawType DT_None,
DT_Sprite,
DT_Mesh,
DT_Brush,
DT_RopeSprite,
DT_VerticalSprite,
DT_Terraform,
DT_SpriteAnimOnce,
DT_StaticMesh,
DT_DrawType,
DT_Particle,
DT_AntiPortal,
DT_FluidSurface,
DT_FluidVolume,
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EFilterState FS_Maybe,
FS_Yes,
FS_No |
EForceType FT_None,
FT_DragAlong,
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ELightEffect LE_Pointlight,
LE_Sunlight,
LE_Spotlight,
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ELightType LT_None,
LT_Steady,
LT_Pulse,
LT_Blink,
LT_Flicker,
LT_Strobe,
LT_BackdropLight,
LT_SubtlePulse,
LT_TexturePaletteOnce,
LT_TexturePaletteLoop,
LT_FadeOut |
EMusicTransition MTRAN_None,
MTRAN_Instant,
MTRAN_Segue,
MTRAN_Fade,
MTRAN_FastFade,
MTRAN_SlowFade,
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ENetRole ROLE_None,
ROLE_DumbProxy,
ROLE_SimulatedProxy,
ROLE_AutonomousProxy,
ROLE_Authority,
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EPhysics PHYS_None,
PHYS_Walking,
PHYS_Falling,
PHYS_Swimming,
PHYS_Flying,
PHYS_Rotating,
PHYS_Projectile,
PHYS_Interpolating,
PHYS_MovingBrush,
PHYS_Spider,
PHYS_Trailer,
PHYS_Ladder,
PHYS_RootMotion,
PHYS_Karma_Deprecated,
PHYS_KarmaRagDoll_Deprecated,
PHYS_Havok,
PHYS_HavokSkeletal,
PHYS_Movement,
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ERenderStyle STY_None,
STY_Normal,
STY_Masked,
STY_Translucent,
STY_Modulated,
STY_Alpha,
STY_Additive,
STY_Subtractive,
STY_Particle,
STY_AlphaZ,
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ESoundOcclusion OCCLUSION_Default,
OCCLUSION_None,
OCCLUSION_BSP,
OCCLUSION_StaticMeshes,
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ETravelType TRAVEL_Absolute,
TRAVEL_Partial,
TRAVEL_Relative,
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SocketCoordinates SOCKET_World,
SOCKET_Local,
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Structures Summary |
ActorRenderDataPtr Ptr |
AnimRep AnimSequence, bAnimLoop, AnimRate, AnimFrame, TweenRate |
BatchReference BatchIndex, ElementIndex |
HavokRigidBodyState Position, Quaternion, LinVel, AngVel |
KRBVec X, Y, Z |
KRigidBodyState Position, Quaternion, LinVel, AngVel |
LightRenderDataPtr Ptr |
PointRegion Zone, iLeaf, ZoneNumber |
ProjectorRenderInfoPtr Ptr |
StaticMeshProjectorRenderInfoPtr Ptr |
Inherited Structures from Core.Object |
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector |
Functions Summary |
| color | * (float A, color B)
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| color | * (color A, float B)
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| color | + (color A, color B)
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| color | - (color A, color B)
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| | actorLabel (class<Actor> actorClass, out Actor foundActor, Name label)
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| | AddContextForNextEffectEvent (name Context))
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| | AddDebugMessage (string NewMessage, optional color NewMessageColor)
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| Actor | AITrace (vector TraceEnd, optional vector TraceStart, optional vector Extent)
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| | AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
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| Object | Allocate (Object Context, Object Outer, optional string n, optional INT flags, optional Object Template)
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| | AnimBlendParams (int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose)
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| | AnimBlendToAlpha (int Stage, float TargetAlpha, float TimeInterval)
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| | AnimEnd (int Channel)
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| bool | AnimIsInGroup (int Channel, name GroupName)
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| | AnimStopLooping (optional int Channel)
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| | Attach (Actor Other)
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| bool | AttachToBone (actor Attachment, name BoneName)
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| | AutonomousPhysics (float DeltaSeconds)
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| | BaseChange ()
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| | BasedActors (class<actor> BaseClass, out actor Actor)
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| | BecomeViewTarget ()
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| | BeginEvent ()
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| | BeginPlay ()
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| | BoneRefresh ()
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| | BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Core.Object OptionalObject ))
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| | Bump (Actor Other)
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| bool | CanSplash ()))
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| bool | checkSocket (String name)
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| | ChildActors (class<actor> BaseClass, out actor Actor)
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| | classConstruct ()))
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| | clientDispatchMessage (Message msg))
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| | Clock (out float time)
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| | CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
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| string | ConsoleCommand (string Command)
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| | Construct (actor Owner, optional name Tag, optional vector Location, optional rotator Rotation)
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| | Construct ()
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| string | CurrentLIPSincAnim ()
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| | DebugClock ()
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| | DebugUnclock ()
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| | DemoPlaySound (sound Sound, float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, float Pitch, optional int Flags, optional float FadeInTime, optional bool Attenuate)
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| bool | Destroy ()
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| | Destroyed ()))
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| | Detach (Actor Other)
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| bool | DetachFromBone (actor Attachment)
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| | dispatchMessage (Message msg))
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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| | DrawDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B)
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| | DynamicActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
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| bool | EffectIsRelevant (vector SpawnLocation, bool bForceDedicated ))
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| | EnableChannelNotify (int Channel, int Switch)
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| | EncroachedBy (actor Other)
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| bool | EncroachingOn (actor Other)
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| | EndedRotation ()
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| | EndEvent ()
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| | Error (coerce string S)
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| | Falling ()
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| bool | FastTrace (vector TraceEnd, optional vector TraceStart)
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| Actor | findByLabel (class<Actor> actorClass, Name label, optional bool checkDead))
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| Actor | findStaticByLabel (class<Actor> actorClass, Name label, optional bool checkDead))
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| | FinishAnim (optional int Channel)
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| | FinishedInterpolation ()))
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| | FinishInterpolation ()
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| bool | ForceFeedbackSupported (optional bool Enable)
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| | FreezeAnimAt (float Time, optional int Channel)
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| | GainedChild (Actor Other)
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| float | GetAnimLength (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
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| | GetAnimParams (int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate)
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| coords | GetBoneCoords (name BoneName, optional bool bGetSocketCoords)
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| rotator | GetBoneRotation (name BoneName, optional int Space)
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| bool | GetCacheEntry (int Num, out string GUID, out string Filename)
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| Name | GetClosestBone (Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance)
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| vector | GetCollisionExtent ()))
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| Material | GetCurrentMaterial (optional int Index)
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| String | GetDebugName ()))
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| String | GetHumanReadableName ()))
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| Actor | getHurtRadiusParent ()))
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| String | GetItemName (string FullName ))
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| float | GetLIPSincAnimDuration (name LIPSincAnimName)
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| string | GetLocalString (optional int Switch, optional Core.Object Related1, optional Core.Object Related2 ))
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| string | GetMapName (string NameEnding, string MapName, int Dir)
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| Material | GetMaterial (int Index)
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| string | GetMeshName ()
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| vector | GetMeshOrigin ()
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| string | GetNextInt (string ClassName, int Num)
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| | GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description)
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| | GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc)
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| int | GetNotifyChannel ()
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| Material | GetOverlayMaterial (int Index))
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| class | GetRadarInfoClass ()))
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| float | getReceiveDamageRadius ()))
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| plane | GetRenderBoundingSphere ()
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| vector | GetRootLocation ()
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| vector | GetRootLocationDelta ()
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| rotator | GetRootRotation ()
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| rotator | GetRootRotationDelta ()
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| bool | getSocket (String name, out Vector position, out Rotator rotation, out Vector scale, optional SocketCoordinates coordinates)
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| float | GetSoundDuration (sound Sound)
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| string | GetURLMap ()
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| string | GetUrlOption (string Option)
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| bool | HasAnim (name Sequence)
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| bool | HasLIPSincAnim (name LIPSincAnimName)
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| | HavokActivate (optional bool Activate)
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| | HavokCollisionGroupChange (int layer, int systemGroup, int subpartID, int subpartIgnoreID, optional name BoneName)
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| vector | HavokGetAngularVelocity (optional name BoneName)
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| vector | HavokGetCenterOfMass ()
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| name | HavokGetLastTracedBone ()
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| vector | HavokGetLinearVelocity (optional name BoneName)
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| vector | HavokGetPosition (optional name BoneName)
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| | HavokGetState (out HavokRigidBodyState state, optional name BoneName)
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| | HavokImpartCOMImpulse (vector Impulse, optional name BoneName)
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| | HavokImpartForce (vector Force, vector Position, optional name BoneName)
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| | HavokImpartImpulse (vector Impulse, vector Position, optional name BoneName)
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| | HavokImpartLinearForceAll (vector Force)
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| bool | HavokIsActive ()
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| | HavokReturnSkeletalActorToAnimationSystem ()
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| | HavokSetAngularDamping (float Damping, optional name BoneName)
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| | HavokSetAngularVelocity (vector Angular, optional name BoneName)
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| | HavokSetBlocking (bool blockHavok)
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| | HavokSetCOM (vector Offset, optional name BoneName)
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| | HavokSetGameTickForce (vector Force, vector Position)
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| | HavokSetLinearDamping (float Damping, optional name BoneName)
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| | HavokSetLinearVelocity (vector Linear, optional name BoneName)
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| | HavokSetLinearVelocityAll (vector Linear)
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| | HavokSetPosition (vector Linear, optional name BoneName)
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| | HavokSetRotation (quat newRotation)
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| | HavokSlowSetCollisionEnabled (actor Other, bool Enabled, optional name BoneNameA, optional name BoneNameB)
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| bool | HavokUpdateState (out HavokRigidBodyState newState)
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| | Hide ()))
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| | HitWall (vector HitNormal, actor HitWall)
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| | HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection ))
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| | InterruptSound (sound Sound)
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| bool | IsAnimating (optional int Channel)
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| bool | IsInPain ()))
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| bool | IsInVolume (Volume aVolume))
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| bool | IsOverlapping (Actor Other)
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| bool | IsPlayingLIPSincAnim ()
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| bool | IsTweening (int Channel)
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| | KilledBy (pawn EventInstigator)
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| | Landed (vector HitNormal)
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| | LinkMesh (mesh NewMesh, optional bool bKeepAnim)
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| | LinkSkelAnim (MeshAnimation Anim, optional mesh NewMesh)
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| | LIPSincAnimEnd ()
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| string | LocalizeMapText (string SectionName, string KeyName))
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| | LockRootMotion (int Lock)
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| | LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
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| | LostChild (Actor Other)
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| | makeDormant (bool onOff ))
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| | MakeNoise (float Loudness)
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| | MatchStarting ()
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| bool | Move (vector Delta)
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| bool | MoveCacheEntry (string GUID, optional string NewFilename)
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| bool | MoveSmooth (vector Delta)
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| | nearbyControlledPawns (Vector CenterLocation, float Radius, out Pawn Pawn, optional name matchTag)
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| bool | NearSpot (vector Spot))
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| | OnGameStarted ()
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| | OnHidden ()
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| | OnlyAffectPawns (bool B)
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| function | onMessage (Message msg)
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| | OnOptimizedIn ()
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| | OnOptimizedOut ()
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| | OnShown ()
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| | OptimizeIn ()))
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| | OptimizeOut ()))
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| | PauseSound (sound Sound)
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| | PhysicsVolumeChange (PhysicsVolume NewVolume)
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| | PlayAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
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| | PlayAnimAdditive (name Sequence, optional float Rate, optional float TweenTime, optional int Channel, optional name RefSequence)
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| bool | PlayerCanSeeMe ()
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| | PlayFeedbackEffect (String EffectName)
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| | PlayLIPSincAnim (name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch, optional bool bPositional)
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| | PlayLoopedSound (sound Sound, optional float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, optional float Pitch, optional int Flags, optional bool Attenuate, optional float AISoundRadius, optional Name SoundCategory
))
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| int | PlayMusic (string Song, float FadeInTime)
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| | PlayOwnedSound (sound Sound, float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, float Pitch, optional int Flags, optional float FadeInTime, optional bool Attenuate)
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| | PlayScriptedAnim (name AnimToPlay))
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| int | PlaySound (sound Sound, float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, float Pitch, optional int Flags, optional float FadeInTime, optional bool Attenuate, optional float AISoundRadius, optional Name SoundCategory)
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| | PlayStream (String StreamPath, optional float Volume, optional float InnerRadius, optional float OuterRadius, optional float Pitch, optional int Flags, optional float FadeInTime)
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| | PlayTeleportEffect (bool bOut, bool bSound)
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| | PostBeginPlay ()))
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| | PostLoadGame ()
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| | PostNetBeginPlay ()
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| | PostNetReceive ()
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| | PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor)
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| | PostTeleport (Teleporter OutTeleporter)
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| | PostTouch (Actor Other)
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| | PreBeginPlay ()))
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| | PrecacheSpeech (SpeechManager Manager)
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| | PreScriptedTextureRendered (ScriptedTexture Tex)
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| bool | PreTeleport (Teleporter InTeleporter)
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| | PreTrigger (Actor Other, Pawn EventInstigator ))
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| | processHurtRadiusVictim (Actor victim, float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection))
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| | ProjectileTouch (Actor Other, vector TouchLocation, vector TouchNormal)
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| | RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
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| | registerClientMessage (class<Message> messageClass, coerce string triggeredByFilter))
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| | registerMessage (class<Message> messageClass, coerce string triggeredByFilter))
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| | RegisterNotifyGameStarted ()))
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| | RenderOverlays (Canvas Canvas)
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| | RenderTexture (ScriptedTexture Tex)
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| | ReplaceText (out string Text, string Replace, string With))
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| | Reset ()
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| | ResumeSound (sound Sound)
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| | SetAnimFrame (float Time, optional int Channel, optional int UnitFlag)
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| | SetBase (actor NewBase, optional vector NewFloor)
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| | SetBoneDirection (name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space)
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| | SetBoneLocation (name BoneName, optional vector BoneTrans, optional float Alpha)
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| | SetBoneRotation (name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha)
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| | SetBoneScale (int Slot, optional float BoneScale, optional name BoneName)
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| | SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
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| bool | SetCollisionSize (float NewRadius, float NewHeight)
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| | SetDefaultDisplayProperties ()))
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| | SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
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| | SetDrawScale (float NewScale)
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| | SetDrawScale3D (vector NewScale3D)
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| | SetDrawType (EDrawType NewDrawType)
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| | SetGRI (GameReplicationInfo GRI)
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| | SetInitialState ()))
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| bool | SetLocation (vector NewLocation)
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| | SetOwner (actor NewOwner)
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| | SetPhysics (EPhysics newPhysics)
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| bool | SetRelativeLocation (vector NewLocation)
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| bool | SetRelativeRotation (rotator NewRotation)
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| bool | SetRotation (rotator NewRotation)
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| | SetStaticMesh (StaticMesh NewStaticMesh)
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| | SetTimer (float NewTimerRate, bool bLoop)
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| Material | ShallowCopyMaterial (Material src, Actor owner)
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| bool | ShouldActorsBlockSplash ()))
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| bool | ShouldProjectileHit (Actor projInstigator))
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| | Show ()))
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| actor | Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
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| Actor | SpecialHandling (Pawn Other)
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| | StartInterpolation ()))
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| | staticActorLabel (class<Actor> actorClass, out Actor foundActor, Name label)
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| | StopAllMusic (float FadeOutTime)
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| | StopAnimating (optional bool ClearAllButBase)
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| | StopFeedbackEffect (optional String EffectName)
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| | StopLIPSincAnim ()
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| | StopMusic (int SongHandle, float FadeOutTime)
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| vector | SuggestFallVelocity (vector Destination, vector Start, float MaxZ, float MaxXYSpeed)
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| | TakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
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| bool | TestMove (vector Location, rotator Rotation)
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| | Tick (float DeltaTime)
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| | Timer ()
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| | TornOff ()
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| | Touch (Actor Other)
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| bool | TouchingActor (Actor A))
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| | TouchingActors (class<actor> BaseClass, out actor Actor)
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| Actor | Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material)
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| | TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
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| | TravelPostAccept ()
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| | TravelPreAccept ()
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| | Trigger (Actor Other, Pawn EventInstigator)
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| bool | TriggerEffectEvent (name EffectEvent, optional Actor Other, optional Material TargetMaterial, optional vector HitLocation, optional rotator HitNormal, optional bool PlayOnOther, optional bool QueryOnly, optional IEffectObserver Observer, optional name ReferenceTag))
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| | TriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
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| | TweenAnim (name Sequence, float Time, optional int Channel)
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| | UnClock (out float time)
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| | unifiedAddForce (Vector force))
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| | unifiedAddForceAtPosition (Vector force, Vector position))
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| | unifiedAddImpulse (Vector impulse))
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| | unifiedAddImpulseAtPosition (Vector impulse, Vector position))
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| | unifiedAddTorque (Vector torque))
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| | unifiedAddVelocity (Vector deltaVelocity))
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| Vector | unifiedGetAcceleration ()))
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| Vector | unifiedGetCOMPosition ()))
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| float | unifiedGetGravity ()))
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| float | unifiedGetMass ()))
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| Vector | unifiedGetNaturalCOMPosition ()))
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| Vector | unifiedGetPosition ()))
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| Vector | unifiedGetVelocity ()))
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| | unifiedSetAcceleration (Vector newAcceleration))
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| | unifiedSetAngularVelocity (Rotator newAngularVelocity))
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| | unifiedSetMass (float newMass))
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| | unifiedSetPosition (Vector newPosition))
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| | unifiedSetRotation (Rotator newRotation))
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| | unifiedSetVelocity (Vector newVelocity))
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| | UnTouch (Actor Other)
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| | UnTrigger (Actor Other, Pawn EventInstigator)
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| | UnTriggerEffectEvent (name EffectEvent, ptional name ReferenceTag))
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| | UnTriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
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| | UpdateAttachmentLocations ()
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| | UpdatePrecacheRenderData ()))
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| | UpdateURL (string NewOption, string NewValue, bool bSaveDefault)
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| | UsedBy (Pawn user)
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| | VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
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| | VisibleCollidingActors (class<object> BaseClass, out object Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden, optional bool bUseBoxCheck, optional Actor checkActor, optional bool bIgnoreStatic)
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| | ZoneChange (ZoneInfo NewZone)
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Inherited Functions from Core.Object |
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~= |
const MAXSTEPHEIGHT = 35.0;
const MINFLOORZ = 0.7;
var const array<
Actor> Attached;
var const name AttachmentBone;
var bool bAlwaysRelevant;
var const bool bAlwaysTick;
var bool bAlwaysZeroBoneOffset;
var bool bAnimByOwner;
var bool bClientAnim;
var const bool bClientDemoNetFunc;
var const bool bClientDemoRecording;
var bool bCompressedPosition;
var const bool bDeleteMe;
var const bool bDemoOwner;
var const bool bDemoRecording;
var bool bDestroyInPainVolume;
var bool bDisableEditorCopying;
var bool bDisableTick;
var bool bDisableTouch;
var bool bDisturbFluidSurface;
var transient bool bEdSnap;
var const bool bHiddenEd;
var const nocopy bool bHiddenEdGroup;
var bool bHurtEntry;
var bool bIgnoreOutOfWorld;
var bool bInterpolating;
var bool bIsMirror;
var const bool bIsVehicle;
var const bool bJustTeleported;
var bool bLightChanged;
bNeedPostRenderCallback Source code
var bool bNeedPostRenderCallback;
var transient const bool bNetDirty;
var const bool bNetInitial;
var const bool bNetInitialRotation;
var bool bNetNotify;
var const bool bNetOwner;
var const bool bNetRelevant;
var const bool bNetTemporary;
bNetworkRelevancyVisible Source code
var bool bNetworkRelevancyVisible;
var bool bNoRepMesh;
var bool bObsolete;
var const bool bOnlyAffectPawns;
var bool bOnlyDirtyReplication;
var bool bOnlyDrawIfAttached;
var bool bOnlyOwnerSee;
var bool bOnlyRelevantToOwner;
var bool bOrientOnSlope;
var transient bool bPathTemp;
var bool bPendingDelete;
var const bool bRepClientDemo;
var bool bReplicateAnimations;
var bool bReplicateInstigator;
var bool bReplicateLabel;
var bool bReplicateMovement;
var bool bScriptInitialized;
var const bool bSelected;
var bool bShowOctreeNodes;
bSkipActorPropertyReplication Source code
var bool bSkipActorPropertyReplication;
var const bool bStatic;
var bool bTearOff;
var transient const bool bTempEditor;
var bool bTimerLoop;
var bool bTrailerAllowRotation;
var bool bTrailerPrePivot;
var bool bTrailerSameRotation;
var bool bTravel;
bUnifiedPositionChanged Source code
var private bool bUnifiedPositionChanged;
bUnifiedVelocityChanged Source code
var private bool bUnifiedVelocityChanged;
bUpdateSimulatedPosition Source code
var bool bUpdateSimulatedPosition;
var bool bWasSNFiltered;
var
Matrix CachedLocalToWorld;
var const
vector CachedLocation;
var const native int CollisionTag;
var private
Vector forceAccumulator;
var const
Matrix HardRelMatrix;
var
vector havokAngularVelocity;
var private
vector havokGameTickForce;
havokGameTickForcePosition Source code
var private
vector havokGameTickForcePosition;
havokSkeletalRotationSpeed Source code
var const float havokSkeletalRotationSpeed;
var const transient int JoinedTag;
var transient float LastRenderTime;
var transient const int LastTick;
LatentAnimChannelCount Source code
var const array<byte> LatentAnimChannelCount;
var const float LatentFloat;
var transient noexport private const Array<INT> LatentStackLocations;
var transient array<int> Leaves;
var transient MeshInstance MeshInstance;
var name MovementObjectClass;
var float NetPriority;
var const transient int NetTag;
var float NetUpdateFrequency;
var const float NetUpdateTime;
var const transient
Box OctreeBox;
var const transient
vector OctreeBoxCenter;
var const transient
vector OctreeBoxRadii;
var const transient array<int> OctreeNodes;
var const array<
Object> OwnerGroups;
var const
vector RelativeLocation;
var const
rotator RelativeRotation;
var const native int RenderRevision;
var StaticMeshInstance StaticMeshInstance;
var const float TimerCounter;
var float TimerRate;
var private
Vector torqueAccumulator;
var const array<
Actor> Touching;
var private
Vector unifiedPosition;
var private
Vector unifiedVelocity;
var const bool UsesSubVisibility;
var transient const Level XLevel;
Actor
bOnlyAffectCurrentZone Source code
var(
Actor)
bool bOnlyAffectCurrentZone;
var(
Actor) const
String TriggeredBy;
Advanced
var(Advanced) bool bCanBeDamaged;
var(Advanced) bool bCanTeleport;
var(Advanced) bool bCollideWhenPlacing;
var(Advanced) bool bDirectional;
var(Advanced) bool bEdShouldSnap;
var(Advanced) bool bGameRelevant;
var(Advanced) bool bHidden;
var(Advanced) bool bHighDetail;
var(Advanced) bool bImportantActor;
var(Advanced) bool bLockLocation;
var(Advanced) bool bMovable;
bNeedLifetimeEffectEvents Source code
var(Advanced) bool bNeedLifetimeEffectEvents;
var(Advanced) const bool bNoDelete;
bSendDestructionNotification Source code
var(Advanced) bool bSendDestructionNotification;
var(Advanced) bool bShouldBaseAtStartup;
var(Advanced) bool bStasis;
var(Advanced) bool bSuperHighDetail;
bTriggerEffectEventsBeforeGameStarts Source code
var(Advanced) bool bTriggerEffectEventsBeforeGameStarts;
var(Advanced) bool bWorldGeometry;
var(Advanced) float LifeSpan;
Collision
var(Collision) bool bAutoAlignToTerrain;
var(Collision) bool bBlockActors;
var(Collision) const bool bBlockHavok;
var(Collision) const bool bBlockKarma;
bBlockNonZeroExtentTraces Source code
var(Collision) bool bBlockNonZeroExtentTraces;
var(Collision) bool bBlockPlayers;
bBlockZeroExtentTraces Source code
var(Collision) bool bBlockZeroExtentTraces;
var(Collision) const bool bCollideActors;
var(Collision) bool bCollideWorld;
bDisableHavokCollisionWhenAttached Source code
var(Collision) const bool bDisableHavokCollisionWhenAttached;
var(Collision) bool bPathColliding;
var(Collision) bool bProjectile;
var(Collision) bool bProjTarget;
var(Collision) bool bSkipEncroachment;
var(Collision) bool bUseCylinderCollision;
var(Collision) const float CollisionHeight;
var(Collision) const float CollisionRadius;
Display
var(Display) byte AmbientGlow;
var(Display) ConvexVolume AntiPortal;
var(Display) bool bAcceptsProjectors;
bAcceptsShadowProjectors Source code
var(Display) bool bAcceptsShadowProjectors;
var(Display) bool bDisableSorting;
bGetOverlayMaterialFromBase Source code
var(Display) bool bGetOverlayMaterialFromBase;
var(Display) bool bGetSkinFromBase;
var(Display) bool bOwnerNoSee;
var(Display) const editconst deepcopy
model Brush;
var(Display) bool bShadowCast;
var(Display) bool bStaticLighting;
var(Display) float BumpmapLODScale;
var(Display) bool bUnlit;
var(Display) bool bUseDynamicLights;
var(Display) bool bUseLightingFromBase;
var(Display) bool bUseRootMotionBound;
var(Display) bool bVolumetricShadowCast;
var(Display) float CullDistance;
ForcedVisibilityZoneTag Source code
var(Display) const name ForcedVisibilityZoneTag;
var(Display) float LODBias;
var(Display) byte MaxLights;
var(Display) const mesh Mesh;
var(Display) float ScaleGlow;
var(Display) const StaticMesh StaticMesh;
DynamicSpeech
var(DynamicSpeech) String SpeechTag;
Events
var(Events) name Event;
var(Events) name Tag;
Filter
var(Filter)
class<
GameInfo> exclusiveToGameInfo;
var(Filter) array<
class<
GameInfo>> gameInfoExclusions;
var(Filter) array<
class<
GameInfo>> gameInfoInclusions;
var(Filter) int maxDifficulty;
var(Filter) int maxNumPlayers;
var(Filter) int minDifficulty;
var(Filter) int minNumPlayers;
Force
var(Force) float ForceRadius;
var(Force) float ForceScale;
Havok
var(Havok) bool bClientHavokPhysics;
var(Havok) bool bEnableHavokBackstep;
LightColor
var(LightColor) float LightBrightness;
var(LightColor) byte LightHue;
var(LightColor) byte LightSaturation;
Lighting
var(Lighting) bool bActorShadows;
bCastsVolumetricShadows Source code
var(Lighting) bool bCastsVolumetricShadows;
var(Lighting) bool bCorona;
bDisableBspVolumetrics Source code
var(Lighting) bool bDisableBspVolumetrics;
bDisableShadowOptimisation Source code
var(Lighting) bool bDisableShadowOptimisation;
bDoNotApproximateBumpmap Source code
var(Lighting) bool bDoNotApproximateBumpmap;
var(Lighting) bool bDynamicLight;
var(Lighting) bool bLightingVisibility;
var(Lighting) bool bSpecialLit;
var(Lighting) byte LightCone;
var(Lighting) byte LightPeriod;
var(Lighting) byte LightPhase;
var(Lighting) float LightRadius;
var(Lighting) float MaxTraceDistance;
Movement
var(Movement) name AttachTag;
var(Movement) bool bBounce;
var(Movement) bool bFixedRotationDir;
var(Movement) bool bHardAttach;
var(Movement) bool bIgnoreEncroachers;
var(Movement) bool bRotateToDesired;
var(Movement) float Buoyancy;
var(Movement)
rotator DesiredRotation;
var(Movement) float GravityScale;
var(Movement) float Mass;
var(Movement)
rotator RotationRate;
var(Movement)
vector Velocity;
Navigation
var(Navigation) bool bNavigationRelevant;
bOverruleNavigationRelevant Source code
var(Navigation) bool bOverruleNavigationRelevant;
Object
var(
Object)
name InitialState;
Placement
var(Placement) const float DrawScale;
var(Placement) const
vector DrawScale3D;
var(Placement) const
vector Location;
var(Placement) const
rotator Rotation;
Sound
enum
EDoubleClickDir
{
DCLICK_None,
DCLICK_Left,
DCLICK_Right,
DCLICK_Forward,
DCLICK_Back,
DCLICK_Active,
DCLICK_Done
};
enum
EDrawType
{
DT_None,
DT_Sprite,
DT_Mesh,
DT_Brush,
DT_RopeSprite,
DT_VerticalSprite,
DT_Terraform,
DT_SpriteAnimOnce,
DT_StaticMesh,
DT_DrawType,
DT_Particle,
DT_AntiPortal,
DT_FluidSurface,
DT_FluidVolume,
};
enum
ELightEffect
{
LE_Pointlight,
LE_Sunlight,
LE_Spotlight,
};
enum
ELightType
{
LT_None,
LT_Steady,
LT_Pulse,
LT_Blink,
LT_Flicker,
LT_Strobe,
LT_BackdropLight,
LT_SubtlePulse,
LT_TexturePaletteOnce,
LT_TexturePaletteLoop,
LT_FadeOut
};
enum
EMusicTransition
{
MTRAN_None,
MTRAN_Instant,
MTRAN_Segue,
MTRAN_Fade,
MTRAN_FastFade,
MTRAN_SlowFade,
};
enum
ENetRole
{
ROLE_None,
ROLE_DumbProxy,
ROLE_SimulatedProxy,
ROLE_AutonomousProxy,
ROLE_Authority,
};
enum
EPhysics
{
PHYS_None,
PHYS_Walking,
PHYS_Falling,
PHYS_Swimming,
PHYS_Flying,
PHYS_Rotating,
PHYS_Projectile,
PHYS_Interpolating,
PHYS_MovingBrush,
PHYS_Spider,
PHYS_Trailer,
PHYS_Ladder,
PHYS_RootMotion,
PHYS_Karma_Deprecated,
PHYS_KarmaRagDoll_Deprecated,
PHYS_Havok,
PHYS_HavokSkeletal,
PHYS_Movement,
};
enum
ERenderStyle
{
STY_None,
STY_Normal,
STY_Masked,
STY_Translucent,
STY_Modulated,
STY_Alpha,
STY_Additive,
STY_Subtractive,
STY_Particle,
STY_AlphaZ,
};
enum
ESoundOcclusion
{
OCCLUSION_Default,
OCCLUSION_None,
OCCLUSION_BSP,
OCCLUSION_StaticMeshes,
};
enum
ETravelType
{
TRAVEL_Absolute,
TRAVEL_Partial,
TRAVEL_Relative,
};
struct
AnimRep
{
var byte AnimFrame;
var byte AnimRate;
var name AnimSequence;
var bool bAnimLoop;
var byte TweenRate;
};
struct
KRBVec
{
var float X;
var float Y;
var float Z;
};
ProjectorRenderInfoPtr Source code
StaticMeshProjectorRenderInfoPtr Source code
native(
550) static final operator
color * (
float A,
color B )
native(
552) static final operator
color * (
color A,
float B )
native final iterator
function actorLabel (
class<
Actor> actorClass, out
Actor foundActor,
Name label )
AddContextForNextEffectEvent Source code
simulated function AddContextForNextEffectEvent ( name Context) )
native
function AddDebugMessage (
string NewMessage, optional
color NewMessageColor )
native(
304) final iterator
function AllActors (
class<
actor> BaseClass, out
actor Actor, optional
name MatchTag )
native static
function Object Allocate (
Object Context,
Object Outer, optional
string n, optional
INT flags, optional
Object Template )
native final function AnimBlendParams ( int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose )
native final function AnimBlendToAlpha ( int Stage, float TargetAlpha, float TimeInterval )
event AnimEnd ( int Channel )
native final function bool AnimIsInGroup ( int Channel, name GroupName )
native final function AnimStopLooping ( optional int Channel )
event Attach (
Actor Other )
native final
function bool AttachToBone (
actor Attachment,
name BoneName )
native(3971) final function AutonomousPhysics ( float DeltaSeconds )
event BaseChange ( )
native(
306) final iterator
function BasedActors (
class<
actor> BaseClass, out
actor Actor )
function BecomeViewTarget ( )
event BeginEvent ( )
event BeginPlay ( )
native final function BoneRefresh ( )
BroadcastLocalizedMessage Source code
event Bump (
Actor Other )
function bool CanSplash ( ) )
native final event bool checkSocket ( String name )
native(
305) final iterator
function ChildActors (
class<
actor> BaseClass, out
actor Actor )
function classConstruct ( ) )
simulated
function clientDispatchMessage (
Message msg) )
native final
function Clock ( out
float time )
native(
321) final iterator
function CollidingActors (
class<
actor> BaseClass, out
actor Actor,
float Radius, optional
vector Loc )
native function string ConsoleCommand ( string Command )
overloaded native
function Construct (
actor Owner, optional
name Tag,
optional
vector Location, optional
rotator Rotation )
overloaded native function Construct ( )
native final function string CurrentLIPSincAnim ( )
native final function DebugClock ( )
native final function DebugUnclock ( )
native simulated event DemoPlaySound (
sound Sound,
float Volume,
optional
bool bNoOverride,
optional
float InnerRadius,
optional
float OuterRadius,
float Pitch,
optional
int Flags,
optional
float FadeInTime,
optional
bool Attenuate )
native(279) final function bool Destroy ( )
simulated event Destroyed ( ) )
event Detach (
Actor Other )
native final
function bool DetachFromBone (
actor Attachment )
function dispatchMessage (
Message msg) )
simulated
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
native final
function DrawDebugLine (
vector LineStart,
vector LineEnd,
byte R,
byte G,
byte B )
native(
313) final iterator
function DynamicActors (
class<
actor> BaseClass, out
actor Actor, optional
name MatchTag )
simulated
function bool EffectIsRelevant (
vector SpawnLocation,
bool bForceDedicated ) )
native final function EnableChannelNotify ( int Channel, int Switch )
event EncroachedBy (
actor Other )
event
bool EncroachingOn (
actor Other )
event EndedRotation ( )
event EndEvent ( )
native(233) final function Error ( coerce string S )
event Falling ( )
native(
548) final
function bool FastTrace (
vector TraceEnd,
optional
vector TraceStart )
function Actor findByLabel (
class<
Actor> actorClass,
Name label, optional
bool checkDead) )
function Actor findStaticByLabel (
class<
Actor> actorClass,
Name label, optional
bool checkDead) )
native(261) final latent function FinishAnim ( optional int Channel )
event FinishedInterpolation ( ) )
native(301) final latent function FinishInterpolation ( )
ForceFeedbackSupported Source code
native(568) final function bool ForceFeedbackSupported ( optional bool Enable )
native final
function FreezeAnimAt (
float Time, optional
int Channel )
event GainedChild (
Actor Other )
native final function float GetAnimLength ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )
native final function GetAnimParams ( int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate )
native final
function coords GetBoneCoords (
name BoneName
, optional
bool bGetSocketCoords )
native final
function rotator GetBoneRotation (
name BoneName, optional
int Space )
native final function bool GetCacheEntry ( int Num, out string GUID, out string Filename )
native final
function Name GetClosestBone (
Vector loc,
Vector ray, out
float boneDist, optional
Name BiasBone, optional
float BiasDistance )
function vector GetCollisionExtent ( ) )
native final event
Material GetCurrentMaterial ( optional
int Index )
simulated function String GetDebugName ( ) )
simulated function String GetHumanReadableName ( ) )
simulated
function Actor getHurtRadiusParent ( ) )
simulated function String GetItemName ( string FullName ) )
GetLIPSincAnimDuration Source code
native final function float GetLIPSincAnimDuration ( name LIPSincAnimName )
static
function string GetLocalString ( optional
int Switch,
optional Core.
Object Related1,
optional Core.
Object Related2
) )
static native(539) final function string GetMapName ( string NameEnding, string MapName, int Dir )
native final
function Material GetMaterial (
int Index )
native final function string GetMeshName ( )
native final
function vector GetMeshOrigin ( )
native final function string GetNextInt ( string ClassName, int Num )
native final function GetNextIntDesc ( string ClassName, int Num, out string Entry, out string Description )
native(545) final function GetNextSkin ( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc )
native final function int GetNotifyChannel ( )
simulated event
Material GetOverlayMaterial (
int Index) )
simulated function class GetRadarInfoClass ( ) )
getReceiveDamageRadius Source code
simulated function float getReceiveDamageRadius ( ) )
GetRenderBoundingSphere Source code
native final
function plane GetRenderBoundingSphere ( )
native final
function vector GetRootLocation ( )
native final
function vector GetRootLocationDelta ( )
native final
function rotator GetRootRotation ( )
native final
function rotator GetRootRotationDelta ( )
native final function float GetSoundDuration ( sound Sound )
native(547) final function string GetURLMap ( )
native final function string GetUrlOption ( string Option )
native(263) final function bool HasAnim ( name Sequence )
native final function bool HasLIPSincAnim ( name LIPSincAnimName )
native final function HavokActivate ( optional bool Activate )
HavokCollisionGroupChange Source code
native final function HavokCollisionGroupChange ( int layer, int systemGroup, int subpartID, int subpartIgnoreID, optional name BoneName )
HavokGetAngularVelocity Source code
native final
function vector HavokGetAngularVelocity ( optional
name BoneName )
native final
function vector HavokGetCenterOfMass ( )
HavokGetLastTracedBone Source code
native final function name HavokGetLastTracedBone ( )
HavokGetLinearVelocity Source code
native final
function vector HavokGetLinearVelocity ( optional
name BoneName )
native final
function vector HavokGetPosition ( optional
name BoneName )
native final
function HavokImpartCOMImpulse (
vector Impulse, optional
name BoneName )
native final
function HavokImpartForce (
vector Force,
vector Position, optional
name BoneName )
native final
function HavokImpartImpulse (
vector Impulse,
vector Position, optional
name BoneName )
HavokImpartLinearForceAll Source code
native final
function HavokImpartLinearForceAll (
vector Force )
native final function bool HavokIsActive ( )
HavokReturnSkeletalActorToAnimationSystem Source code
native final function HavokReturnSkeletalActorToAnimationSystem ( )
HavokSetAngularDamping Source code
native final function HavokSetAngularDamping ( float Damping, optional name BoneName )
HavokSetAngularVelocity Source code
native final
function HavokSetAngularVelocity (
vector Angular, optional
name BoneName )
native final function HavokSetBlocking ( bool blockHavok )
native final
function HavokSetCOM (
vector Offset, optional
name BoneName )
native final
function HavokSetGameTickForce (
vector Force,
vector Position )
native final function HavokSetLinearDamping ( float Damping, optional name BoneName )
HavokSetLinearVelocity Source code
native final
function HavokSetLinearVelocity (
vector Linear, optional
name BoneName )
HavokSetLinearVelocityAll Source code
native final
function HavokSetLinearVelocityAll (
vector Linear )
native final
function HavokSetPosition (
vector Linear, optional
name BoneName )
native final
function HavokSetRotation (
quat newRotation )
HavokSlowSetCollisionEnabled Source code
native final
function HavokSlowSetCollisionEnabled (
actor Other,
bool Enabled, optional
name BoneNameA, optional
name BoneNameB )
final function Hide ( ) )
simulated
function HurtRadius (
float DamageAmount,
float DamageRadius,
class<
DamageType>
DamageType,
float Momentum,
vector HitLocation, optional
Actor directHitActor, optional
Vector directHitDirection ) )
native final function InterruptSound ( sound Sound )
native(282) final function bool IsAnimating ( optional int Channel )
function bool IsInPain ( ) )
function bool IsInVolume (
Volume aVolume) )
native
function bool IsOverlapping (
Actor Other )
native final function bool IsPlayingLIPSincAnim ( )
native final function bool IsTweening ( int Channel )
event KilledBy (
pawn EventInstigator )
event Landed (
vector HitNormal )
simulated native final function LinkMesh ( mesh NewMesh, optional bool bKeepAnim )
simulated native final function LinkSkelAnim ( MeshAnimation Anim, optional mesh NewMesh )
event LIPSincAnimEnd ( )
function string LocalizeMapText ( string SectionName, string KeyName) )
native final function LockRootMotion ( int Lock )
native(260) final function LoopAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )
event LostChild (
Actor Other )
function makeDormant ( bool onOff ) )
native(512) final function MakeNoise ( float Loudness )
function MatchStarting ( )
native(
266) final
function bool Move (
vector Delta )
native final function bool MoveCacheEntry ( string GUID, optional string NewFilename )
native(
3969) final
function bool MoveSmooth (
vector Delta )
native final iterator
function nearbyControlledPawns (
Vector CenterLocation,
float Radius, out
Pawn Pawn, optional
name matchTag )
simulated final
function bool NearSpot (
vector Spot) )
simulated function OnGameStarted ( )
function OnHidden ( )
native final function OnlyAffectPawns ( bool B )
event
function onMessage (
Message msg )
function OnOptimizedIn ( )
function OnOptimizedOut ( )
function OnShown ( )
final function OptimizeIn ( ) )
final function OptimizeOut ( ) )
native final function PauseSound ( sound Sound )
native(259) final function PlayAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )
native final function PlayAnimAdditive ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel, optional name RefSequence )
native(532) final function bool PlayerCanSeeMe ( )
native(566) final function PlayFeedbackEffect ( String EffectName )
native final
function PlayLIPSincAnim (
name LIPSincAnimName,
optional
float Volume,
optional
float Radius,
optional
float Pitch,
optional
bool bPositional )
final
function PlayLoopedSound (
sound Sound,
optional
float Volume,
optional
bool bNoOverride,
optional
float InnerRadius,
optional
float OuterRadius,
optional
float Pitch,
optional
int Flags,
optional
bool Attenuate,
optional
float AISoundRadius,
optional
Name SoundCategory
) )
native final function int PlayMusic ( string Song, float FadeInTime )
native simulated final
function PlayOwnedSound (
sound Sound,
float Volume,
optional
bool bNoOverride,
optional
float InnerRadius,
optional
float OuterRadius,
float Pitch,
optional
int Flags,
optional
float FadeInTime,
optional
bool Attenuate )
simulated function PlayScriptedAnim ( name AnimToPlay) )
native(
264) final
function int PlaySound (
sound Sound,
float Volume,
optional
bool bNoOverride,
optional
float InnerRadius,
optional
float OuterRadius,
float Pitch,
optional
int Flags,
optional
float FadeInTime,
optional
bool Attenuate,
optional
float AISoundRadius,
optional
Name SoundCategory )
native simulated final
function PlayStream (
String StreamPath,
optional
float Volume,
optional
float InnerRadius,
optional
float OuterRadius,
optional
float Pitch,
optional
int Flags,
optional
float FadeInTime )
function PlayTeleportEffect ( bool bOut, bool bSound )
simulated event PostBeginPlay ( ) )
event PostLoadGame ( )
event PostNetBeginPlay ( )
event PostNetReceive ( )
event PostTouch (
Actor Other )
event PreBeginPlay ( ) )
PreScriptedTextureRendered Source code
event
bool PreTeleport (
Teleporter InTeleporter )
simulated final
function PreTrigger (
Actor Other,
Pawn EventInstigator ) )
processHurtRadiusVictim Source code
simulated final
function processHurtRadiusVictim (
Actor victim,
float DamageAmount,
float DamageRadius,
class<
DamageType>
DamageType,
float Momentum,
vector HitLocation, optional
Actor directHitActor, optional
Vector directHitDirection) )
native(
310) final iterator
function RadiusActors (
class<
actor> BaseClass, out
actor Actor,
float Radius, optional
vector Loc )
simulated
function registerClientMessage (
class<
Message> messageClass, coerce
string triggeredByFilter) )
function registerMessage (
class<
Message> messageClass, coerce
string triggeredByFilter) )
RegisterNotifyGameStarted Source code
simulated final function RegisterNotifyGameStarted ( ) )
final function ReplaceText ( out string Text, string Replace, string With) )
function Reset ( )
native final function ResumeSound ( sound Sound )
native final
function SetAnimFrame (
float Time, optional
int Channel, optional
int UnitFlag )
native(
298) final
function SetBase (
actor NewBase, optional
vector NewFloor )
native final
function SetBoneDirection (
name BoneName,
rotator BoneTurn, optional
vector BoneTrans, optional
float Alpha, optional
int Space )
native final
function SetBoneLocation (
name BoneName, optional
vector BoneTrans, optional
float Alpha )
native final
function SetBoneRotation (
name BoneName, optional
rotator BoneTurn, optional
int Space, optional
float Alpha )
native final function SetBoneScale ( int Slot, optional float BoneScale, optional name BoneName )
native(262) final function SetCollision ( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers )
native(283) final function bool SetCollisionSize ( float NewRadius, float NewHeight )
SetDefaultDisplayProperties Source code
function SetDefaultDisplayProperties ( ) )
native final function SetDrawScale ( float NewScale )
native final
function SetDrawScale3D (
vector NewScale3D )
native final
function SetDrawType (
EDrawType NewDrawType )
simulated event SetInitialState ( ) )
native(
267) final
function bool SetLocation (
vector NewLocation )
native(
272) final
function SetOwner (
actor NewOwner )
native(
3970) final
function SetPhysics (
EPhysics newPhysics )
native final
function bool SetRelativeLocation (
vector NewLocation )
native final
function bool SetRelativeRotation (
rotator NewRotation )
native(
299) final
function bool SetRotation (
rotator NewRotation )
native final function SetStaticMesh ( StaticMesh NewStaticMesh )
native(280) final function SetTimer ( float NewTimerRate, bool bLoop )
ShouldActorsBlockSplash Source code
simulated event bool ShouldActorsBlockSplash ( ) )
simulated event
bool ShouldProjectileHit (
Actor projInstigator) )
final function Show ( ) )
native(
278) final
function actor Spawn (
class<
actor> SpawnClass,
optional
actor SpawnOwner,
optional
name SpawnTag,
optional
vector SpawnLocation,
optional
rotator SpawnRotation )
simulated function StartInterpolation ( ) )
native final iterator
function staticActorLabel (
class<
Actor> actorClass, out
Actor foundActor,
Name label )
native final function StopAllMusic ( float FadeOutTime )
native final function StopAnimating ( optional bool ClearAllButBase )
native(567) final function StopFeedbackEffect ( optional String EffectName )
native final function StopLIPSincAnim ( )
native final function StopMusic ( int SongHandle, float FadeOutTime )
native final
function vector SuggestFallVelocity (
vector Destination,
vector Start,
float MaxZ,
float MaxXYSpeed )
native final
function bool TestMove (
vector Location,
rotator Rotation )
event Tick ( float DeltaTime )
event TornOff ( )
event Touch (
Actor Other )
simulated final
function bool TouchingActor (
Actor A) )
native(
307) final iterator
function TouchingActors (
class<
actor> BaseClass, out
actor Actor )
event TravelPostAccept ( )
event TravelPreAccept ( )
simulated event
bool TriggerEffectEvent (
name EffectEvent,
optional
Actor Other,
optional
Material TargetMaterial,
optional
vector HitLocation,
optional
rotator HitNormal,
optional
bool PlayOnOther,
optional
bool QueryOnly,
optional
IEffectObserver Observer,
optional
name ReferenceTag) )
event TriggerEvent (
Name EventName,
Actor Other,
Pawn EventInstigator ) )
native(
294) final
function TweenAnim (
name Sequence,
float Time, optional
int Channel )
native final
function UnClock ( out
float time )
simulated
function unifiedAddForce (
Vector force) )
unifiedAddForceAtPosition Source code
simulated
function unifiedAddForceAtPosition (
Vector force,
Vector position) )
simulated
function unifiedAddImpulse (
Vector impulse) )
unifiedAddImpulseAtPosition Source code
simulated
function unifiedAddImpulseAtPosition (
Vector impulse,
Vector position) )
simulated
function unifiedAddTorque (
Vector torque) )
simulated
function unifiedAddVelocity (
Vector deltaVelocity) )
unifiedGetAcceleration Source code
simulated
function Vector unifiedGetAcceleration ( ) )
simulated event
Vector unifiedGetCOMPosition ( ) )
simulated function float unifiedGetGravity ( ) )
simulated function float unifiedGetMass ( ) )
unifiedGetNaturalCOMPosition Source code
simulated event
Vector unifiedGetNaturalCOMPosition ( ) )
simulated
function Vector unifiedGetPosition ( ) )
simulated
function Vector unifiedGetVelocity ( ) )
unifiedSetAcceleration Source code
simulated
function unifiedSetAcceleration (
Vector newAcceleration) )
unifiedSetAngularVelocity Source code
simulated
function unifiedSetAngularVelocity (
Rotator newAngularVelocity) )
simulated function unifiedSetMass ( float newMass) )
simulated
function unifiedSetPosition (
Vector newPosition) )
simulated
function unifiedSetRotation (
Rotator newRotation) )
simulated
function unifiedSetVelocity (
Vector newVelocity) )
event UnTouch (
Actor Other )
event UnTrigger (
Actor Other,
Pawn EventInstigator )
simulated event UnTriggerEffectEvent ( name EffectEvent,optional name ReferenceTag) )
function UnTriggerEvent (
Name EventName,
Actor Other,
Pawn EventInstigator ) )
UpdateAttachmentLocations Source code
native final function UpdateAttachmentLocations ( )
UpdatePrecacheRenderData Source code
simulated event UpdatePrecacheRenderData ( ) )
native final function UpdateURL ( string NewOption, string NewValue, bool bSaveDefault )
event UsedBy (
Pawn user )
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<
object> BaseClass, out
object Actor,
float Radius, optional
vector Loc, optional
bool bIgnoreHidden
, optional
bool bUseBoxCheck, optional
Actor checkActor, optional
bool bIgnoreStatic )
defaultproperties
{
DrawType=DT_Sprite
Texture=Texture'Engine_res.S_Actor'
DrawScale=+00001.000000
MaxLights=4
DrawScale3D=(X=1,Y=1,Z=1)
ScaleGlow=1.0
CollisionRadius=+00022.000000
CollisionHeight=+00022.000000
bJustTeleported=True
Mass=+00100.000000
Role=ROLE_Authority
RemoteRole=ROLE_DumbProxy
NetPriority=+00001.000000
Style=STY_Normal
bMovable=True
bHighDetail=False
bSuperHighDetail=False
InitialState=None
NetUpdateFrequency=100
LODBias=1.0
MessageClass=class'LocalMessage'
bHiddenEdGroup=False
bBlockZeroExtentTraces=true
bBlockNonZeroExtentTraces=true
bReplicateMovement=true
CullDistance=0.0
bAcceptsProjectors=false
bAcceptsShadowProjectors=true
bLightingVisibility=True
StaticFilterState=FS_Maybe
bUseDynamicLights=True
GravityScale=1.0
bCastsVolumetricShadows = false
bVolumetricShadowCast = false
BumpmapLODScale = 1
MaxTraceDistance = 5000
bOnlyAffectCurrentZone=false
bSendDestructionNotification=false
minDifficulty = 0
maxDifficulty = 2
bDisableHavokCollisionWhenAttached=false
bNeedLifetimeEffectEvents=false
}
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Creation time: st 23.5.2018 00:10:26.345 - Created with
UnCodeX