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Engine.Actor

Extends
Object
Modifiers
abstract threaded native nativereplication

Core.Object
|   
+-- 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

Constants Summary
MAXSTEPHEIGHT=35.0
MINFLOORZ=0.7
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
vectorAcceleration
ActorRenderDataPtrActorRenderData
array<Actor>Attached
nameAttachmentBone
boolbAlwaysRelevant
boolbAlwaysTick
boolbAlwaysZeroBoneOffset
boolbAnimByOwner
ActorBase
boolbClientAnim
boolbClientDemoNetFunc
boolbClientDemoRecording
boolbCompressedPosition
boolbDeleteMe
boolbDemoOwner
boolbDemoRecording
boolbDestroyInPainVolume
boolbDisableEditorCopying
boolbDisableTick
boolbDisableTouch
boolbDisturbFluidSurface
boolbEdSnap
boolbHiddenEd
boolbHiddenEdGroup
boolbHurtEntry
boolbIgnoreOutOfWorld
boolbInterpolating
boolbIsMirror
boolbIsVehicle
boolbJustTeleported
boolbLightChanged
boolbNeedPostRenderCallback
boolbNetDirty
boolbNetInitial
boolbNetInitialRotation
boolbNetNotify
boolbNetOwner
boolbNetRelevant
boolbNetTemporary
boolbNetworkRelevancyVisible
boolbNoRepMesh
boolbObsolete
boolbOnlyAffectPawns
boolbOnlyDirtyReplication
boolbOnlyDrawIfAttached
boolbOnlyOwnerSee
boolbOnlyRelevantToOwner
boolbOrientOnSlope
boolbPathTemp
boolbPendingDelete
boolbRepClientDemo
boolbReplicateAnimations
boolbReplicateInstigator
boolbReplicateLabel
boolbReplicateMovement
boolbScriptInitialized
boolbSelected
boolbShowOctreeNodes
boolbSkipActorPropertyReplication
boolbStatic
boolbTearOff
boolbTempEditor
boolbTimerLoop
boolbTrailerAllowRotation
boolbTrailerPrePivot
boolbTrailerSameRotation
boolbTravel
boolbUnifiedPositionChanged
boolbUnifiedVelocityChanged
boolbUpdateSimulatedPosition
boolbWasSNFiltered
MatrixCachedLocalToWorld
vectorCachedLocation
RotatorCachedRotation
intCollisionTag
vectorColLocation
actorDeleted
VectorforceAccumulator
MatrixHardRelMatrix
vectorhavokAngularVelocity
HavokObjectHavokData
vectorhavokGameTickForce
vectorhavokGameTickForcePosition
floathavokSkeletalRotationSpeed
PawnInstigator
intJoinedTag
floatLastRenderTime
intLastTick
array<byte>LatentAnimChannelCount
floatLatentFloat
Array<INT>LatentStackLocations
array<int>Leaves
LevelInfoLevel
LightRenderDataPtrLightRenderData
MeshInstanceMeshInstance
Class<LocalMessage>MessageClass
MovementObjectmovementObject
nameMovementObjectClass
floatNetPriority
intNetTag
floatNetUpdateFrequency
floatNetUpdateTime
BoxOctreeBox
vectorOctreeBoxCenter
vectorOctreeBoxRadii
array<int>OctreeNodes
ActorOwner
array<Object>OwnerGroups
ActorPendingTouch
PhysicsVolumePhysicsVolume
array<ProjectorRenderInfoPtr>Projectors
PointRegionRegion
vectorRelativeLocation
rotatorRelativeRotation
ENetRoleRemoteRole
intRenderRevision
MaterialRepSkin
ENetRoleRole
AnimRepSimAnim
EFilterStateStaticFilterState
StaticMeshInstanceStaticMeshInstance
array<StaticMeshProjectorRenderInfoPtr>StaticMeshProjectors
array<BatchReference>StaticSectionBatches
floatTimerCounter
floatTimerRate
VectortorqueAccumulator
array<Actor>Touching
VectorunifiedPosition
VectorunifiedVelocity
boolUsesSubVisibility
LevelXLevel
Actor
boolbOnlyAffectCurrentZone
NameLabel
StringTriggeredBy
Advanced
boolbCanBeDamaged
boolbCanTeleport
boolbCollideWhenPlacing
boolbDirectional
boolbEdShouldSnap
boolbGameRelevant
boolbHidden
boolbHighDetail
boolbImportantActor
boolbLockLocation
boolbMovable
boolbNeedLifetimeEffectEvents
boolbNoDelete
boolbSendDestructionNotification
boolbShouldBaseAtStartup
boolbStasis
boolbSuperHighDetail
boolbTriggerEffectEventsBeforeGameStarts
boolbWorldGeometry
floatLifeSpan
Collision
boolbAutoAlignToTerrain
boolbBlockActors
boolbBlockHavok
boolbBlockKarma
boolbBlockNonZeroExtentTraces
boolbBlockPlayers
boolbBlockZeroExtentTraces
boolbCollideActors
boolbCollideWorld
boolbDisableHavokCollisionWhenAttached
boolbPathColliding
boolbProjectile
boolbProjTarget
boolbSkipEncroachment
boolbUseCylinderCollision
floatCollisionHeight
floatCollisionRadius
Display
byteAmbientGlow
ConvexVolumeAntiPortal
boolbAcceptsProjectors
boolbAcceptsShadowProjectors
boolbDisableSorting
boolbGetOverlayMaterialFromBase
boolbGetSkinFromBase
boolbOwnerNoSee
modelBrush
boolbShadowCast
boolbStaticLighting
floatBumpmapLODScale
boolbUnlit
boolbUseDynamicLights
boolbUseLightingFromBase
boolbUseRootMotionBound
boolbVolumetricShadowCast
floatCullDistance
EDrawTypeDrawType
nameForcedVisibilityZoneTag
floatLODBias
byteMaxLights
meshMesh
vectorPrePivot
floatScaleGlow
array<Material>Skins
StaticMeshStaticMesh
ERenderStyleStyle
MaterialTexture
DynamicSpeech
StringSpeechTag
Events
nameEvent
nameTag
Filter
class<GameInfo>exclusiveToGameInfo
array<class<GameInfo>>gameInfoExclusions
array<class<GameInfo>>gameInfoInclusions
intmaxDifficulty
intmaxNumPlayers
intminDifficulty
intminNumPlayers
Force
floatForceRadius
floatForceScale
EForceTypeForceType
Havok
boolbClientHavokPhysics
boolbEnableHavokBackstep
class<HavokObject>havokDataClass
LightColor
floatLightBrightness
byteLightHue
byteLightSaturation
Lighting
boolbActorShadows
boolbCastsVolumetricShadows
boolbCorona
boolbDisableBspVolumetrics
boolbDisableShadowOptimisation
boolbDoNotApproximateBumpmap
boolbDynamicLight
boolbLightingVisibility
boolbSpecialLit
byteLightCone
ELightEffectLightEffect
byteLightPeriod
byteLightPhase
floatLightRadius
ELightTypeLightType
floatMaxTraceDistance
Movement
nameAttachTag
boolbBounce
boolbFixedRotationDir
boolbHardAttach
boolbIgnoreEncroachers
boolbRotateToDesired
floatBuoyancy
rotatorDesiredRotation
floatGravityScale
floatMass
EPhysicsPhysics
rotatorRotationRate
vectorVelocity
Navigation
boolbNavigationRelevant
boolbOverruleNavigationRelevant
Object
nameGroup
nameInitialState
Placement
floatDrawScale
vectorDrawScale3D
vectorLocation
rotatorRotation
Sound
ESoundOcclusionSoundOcclusion
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

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,
EFilterState
FS_Maybe, FS_Yes, FS_No
EForceType
FT_None, FT_DragAlong,
ELightEffect
LE_Pointlight, LE_Sunlight, LE_Spotlight,
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,
ENetRole
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
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,
ERenderStyle
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive, STY_Particle, STY_AlphaZ,
ESoundOcclusion
OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
ETravelType
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
SocketCoordinates
SOCKET_World, SOCKET_Local,
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

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
operatorcolor * (float A, color B)
operatorcolor * (color A, float B)
operatorcolor + (color A, color B)
operatorcolor - (color A, color B)
function actorLabel (class<Actor> actorClass, out Actor foundActor, Name label)
function AddContextForNextEffectEvent (name Context))
function AddDebugMessage (string NewMessage, optional color NewMessageColor)
functionActor AITrace (vector TraceEnd, optional vector TraceStart, optional vector Extent)
function AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
functionObject Allocate (Object Context, Object Outer, optional string n, optional INT flags, optional Object Template)
function AnimBlendParams (int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose)
function AnimBlendToAlpha (int Stage, float TargetAlpha, float TimeInterval)
event AnimEnd (int Channel)
functionbool AnimIsInGroup (int Channel, name GroupName)
function AnimStopLooping (optional int Channel)
event Attach (Actor Other)
functionbool AttachToBone (actor Attachment, name BoneName)
function AutonomousPhysics (float DeltaSeconds)
event BaseChange ()
function BasedActors (class<actor> BaseClass, out actor Actor)
function BecomeViewTarget ()
event BeginEvent ()
event BeginPlay ()
function BoneRefresh ()
event BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Core.Object OptionalObject ))
event Bump (Actor Other)
functionbool CanSplash ()))
eventbool checkSocket (String name)
function ChildActors (class<actor> BaseClass, out actor Actor)
function classConstruct ()))
function clientDispatchMessage (Message msg))
function Clock (out float time)
function CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
functionstring ConsoleCommand (string Command)
function Construct (actor Owner, optional name Tag, optional vector Location, optional rotator Rotation)
function Construct ()
functionstring CurrentLIPSincAnim ()
function DebugClock ()
function DebugUnclock ()
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)
functionbool Destroy ()
event Destroyed ()))
event Detach (Actor Other)
functionbool DetachFromBone (actor Attachment)
function dispatchMessage (Message msg))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DrawDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B)
function DynamicActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
functionbool EffectIsRelevant (vector SpawnLocation, bool bForceDedicated ))
function EnableChannelNotify (int Channel, int Switch)
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
event EndedRotation ()
event EndEvent ()
function Error (coerce string S)
event Falling ()
functionbool FastTrace (vector TraceEnd, optional vector TraceStart)
functionActor findByLabel (class<Actor> actorClass, Name label, optional bool checkDead))
functionActor findStaticByLabel (class<Actor> actorClass, Name label, optional bool checkDead))
function FinishAnim (optional int Channel)
event FinishedInterpolation ()))
function FinishInterpolation ()
functionbool ForceFeedbackSupported (optional bool Enable)
function FreezeAnimAt (float Time, optional int Channel)
event GainedChild (Actor Other)
functionfloat GetAnimLength (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
function GetAnimParams (int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate)
functioncoords GetBoneCoords (name BoneName, optional bool bGetSocketCoords)
functionrotator GetBoneRotation (name BoneName, optional int Space)
functionbool GetCacheEntry (int Num, out string GUID, out string Filename)
functionName GetClosestBone (Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance)
functionvector GetCollisionExtent ()))
eventMaterial GetCurrentMaterial (optional int Index)
functionString GetDebugName ()))
functionString GetHumanReadableName ()))
functionActor getHurtRadiusParent ()))
functionString GetItemName (string FullName ))
functionfloat GetLIPSincAnimDuration (name LIPSincAnimName)
functionstring GetLocalString (optional int Switch, optional Core.Object Related1, optional Core.Object Related2 ))
functionstring GetMapName (string NameEnding, string MapName, int Dir)
functionMaterial GetMaterial (int Index)
functionstring GetMeshName ()
functionvector GetMeshOrigin ()
functionstring GetNextInt (string ClassName, int Num)
function GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description)
function GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc)
functionint GetNotifyChannel ()
eventMaterial GetOverlayMaterial (int Index))
functionclass GetRadarInfoClass ()))
functionfloat getReceiveDamageRadius ()))
functionplane GetRenderBoundingSphere ()
functionvector GetRootLocation ()
functionvector GetRootLocationDelta ()
functionrotator GetRootRotation ()
functionrotator GetRootRotationDelta ()
eventbool getSocket (String name, out Vector position, out Rotator rotation, out Vector scale, optional SocketCoordinates coordinates)
functionfloat GetSoundDuration (sound Sound)
functionstring GetURLMap ()
functionstring GetUrlOption (string Option)
functionbool HasAnim (name Sequence)
functionbool HasLIPSincAnim (name LIPSincAnimName)
function HavokActivate (optional bool Activate)
function HavokCollisionGroupChange (int layer, int systemGroup, int subpartID, int subpartIgnoreID, optional name BoneName)
functionvector HavokGetAngularVelocity (optional name BoneName)
functionvector HavokGetCenterOfMass ()
functionname HavokGetLastTracedBone ()
functionvector HavokGetLinearVelocity (optional name BoneName)
functionvector HavokGetPosition (optional name BoneName)
function HavokGetState (out HavokRigidBodyState state, optional name BoneName)
function HavokImpartCOMImpulse (vector Impulse, optional name BoneName)
function HavokImpartForce (vector Force, vector Position, optional name BoneName)
function HavokImpartImpulse (vector Impulse, vector Position, optional name BoneName)
function HavokImpartLinearForceAll (vector Force)
functionbool HavokIsActive ()
function HavokReturnSkeletalActorToAnimationSystem ()
function HavokSetAngularDamping (float Damping, optional name BoneName)
function HavokSetAngularVelocity (vector Angular, optional name BoneName)
function HavokSetBlocking (bool blockHavok)
function HavokSetCOM (vector Offset, optional name BoneName)
function HavokSetGameTickForce (vector Force, vector Position)
function HavokSetLinearDamping (float Damping, optional name BoneName)
function HavokSetLinearVelocity (vector Linear, optional name BoneName)
function HavokSetLinearVelocityAll (vector Linear)
function HavokSetPosition (vector Linear, optional name BoneName)
function HavokSetRotation (quat newRotation)
function HavokSlowSetCollisionEnabled (actor Other, bool Enabled, optional name BoneNameA, optional name BoneNameB)
eventbool HavokUpdateState (out HavokRigidBodyState newState)
function Hide ()))
event HitWall (vector HitNormal, actor HitWall)
function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection ))
function InterruptSound (sound Sound)
functionbool IsAnimating (optional int Channel)
functionbool IsInPain ()))
functionbool IsInVolume (Volume aVolume))
functionbool IsOverlapping (Actor Other)
functionbool IsPlayingLIPSincAnim ()
functionbool IsTweening (int Channel)
event KilledBy (pawn EventInstigator)
event Landed (vector HitNormal)
function LinkMesh (mesh NewMesh, optional bool bKeepAnim)
function LinkSkelAnim (MeshAnimation Anim, optional mesh NewMesh)
event LIPSincAnimEnd ()
functionstring LocalizeMapText (string SectionName, string KeyName))
function LockRootMotion (int Lock)
function LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
event LostChild (Actor Other)
function makeDormant (bool onOff ))
function MakeNoise (float Loudness)
function MatchStarting ()
functionbool Move (vector Delta)
functionbool MoveCacheEntry (string GUID, optional string NewFilename)
functionbool MoveSmooth (vector Delta)
function nearbyControlledPawns (Vector CenterLocation, float Radius, out Pawn Pawn, optional name matchTag)
functionbool NearSpot (vector Spot))
function OnGameStarted ()
function OnHidden ()
function OnlyAffectPawns (bool B)
eventfunction onMessage (Message msg)
function OnOptimizedIn ()
function OnOptimizedOut ()
function OnShown ()
function OptimizeIn ()))
function OptimizeOut ()))
function PauseSound (sound Sound)
event PhysicsVolumeChange (PhysicsVolume NewVolume)
function PlayAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
function PlayAnimAdditive (name Sequence, optional float Rate, optional float TweenTime, optional int Channel, optional name RefSequence)
functionbool PlayerCanSeeMe ()
function PlayFeedbackEffect (String EffectName)
function PlayLIPSincAnim (name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch, optional bool bPositional)
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 ))
functionint PlayMusic (string Song, float FadeInTime)
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)
function PlayScriptedAnim (name AnimToPlay))
functionint 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)
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)
event PostBeginPlay ()))
event PostLoadGame ()
event PostNetBeginPlay ()
event PostNetReceive ()
event PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor)
event PostTeleport (Teleporter OutTeleporter)
event PostTouch (Actor Other)
event PreBeginPlay ()))
event PrecacheSpeech (SpeechManager Manager)
event PreScriptedTextureRendered (ScriptedTexture Tex)
eventbool PreTeleport (Teleporter InTeleporter)
function PreTrigger (Actor Other, Pawn EventInstigator ))
function processHurtRadiusVictim (Actor victim, float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection))
event ProjectileTouch (Actor Other, vector TouchLocation, vector TouchNormal)
function RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
function registerClientMessage (class<Message> messageClass, coerce string triggeredByFilter))
function registerMessage (class<Message> messageClass, coerce string triggeredByFilter))
function RegisterNotifyGameStarted ()))
function RenderOverlays (Canvas Canvas)
event RenderTexture (ScriptedTexture Tex)
function ReplaceText (out string Text, string Replace, string With))
function Reset ()
function ResumeSound (sound Sound)
function SetAnimFrame (float Time, optional int Channel, optional int UnitFlag)
function SetBase (actor NewBase, optional vector NewFloor)
function SetBoneDirection (name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space)
function SetBoneLocation (name BoneName, optional vector BoneTrans, optional float Alpha)
function SetBoneRotation (name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha)
function SetBoneScale (int Slot, optional float BoneScale, optional name BoneName)
function SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
functionbool SetCollisionSize (float NewRadius, float NewHeight)
function SetDefaultDisplayProperties ()))
function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
function SetDrawScale (float NewScale)
function SetDrawScale3D (vector NewScale3D)
function SetDrawType (EDrawType NewDrawType)
function SetGRI (GameReplicationInfo GRI)
event SetInitialState ()))
functionbool SetLocation (vector NewLocation)
function SetOwner (actor NewOwner)
function SetPhysics (EPhysics newPhysics)
functionbool SetRelativeLocation (vector NewLocation)
functionbool SetRelativeRotation (rotator NewRotation)
functionbool SetRotation (rotator NewRotation)
function SetStaticMesh (StaticMesh NewStaticMesh)
function SetTimer (float NewTimerRate, bool bLoop)
functionMaterial ShallowCopyMaterial (Material src, Actor owner)
eventbool ShouldActorsBlockSplash ()))
eventbool ShouldProjectileHit (Actor projInstigator))
function Show ()))
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
eventActor SpecialHandling (Pawn Other)
function StartInterpolation ()))
function staticActorLabel (class<Actor> actorClass, out Actor foundActor, Name label)
function StopAllMusic (float FadeOutTime)
function StopAnimating (optional bool ClearAllButBase)
function StopFeedbackEffect (optional String EffectName)
function StopLIPSincAnim ()
function StopMusic (int SongHandle, float FadeOutTime)
functionvector SuggestFallVelocity (vector Destination, vector Start, float MaxZ, float MaxXYSpeed)
event TakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
functionbool TestMove (vector Location, rotator Rotation)
event Tick (float DeltaTime)
event Timer ()
event TornOff ()
event Touch (Actor Other)
functionbool TouchingActor (Actor A))
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 material Material)
function TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
event TravelPostAccept ()
event TravelPreAccept ()
event Trigger (Actor Other, Pawn EventInstigator)
eventbool 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 ))
function TweenAnim (name Sequence, float Time, optional int Channel)
function UnClock (out float time)
function unifiedAddForce (Vector force))
function unifiedAddForceAtPosition (Vector force, Vector position))
function unifiedAddImpulse (Vector impulse))
function unifiedAddImpulseAtPosition (Vector impulse, Vector position))
function unifiedAddTorque (Vector torque))
function unifiedAddVelocity (Vector deltaVelocity))
functionVector unifiedGetAcceleration ()))
eventVector unifiedGetCOMPosition ()))
functionfloat unifiedGetGravity ()))
functionfloat unifiedGetMass ()))
eventVector unifiedGetNaturalCOMPosition ()))
functionVector unifiedGetPosition ()))
functionVector unifiedGetVelocity ()))
function unifiedSetAcceleration (Vector newAcceleration))
function unifiedSetAngularVelocity (Rotator newAngularVelocity))
function unifiedSetMass (float newMass))
function unifiedSetPosition (Vector newPosition))
function unifiedSetRotation (Rotator newRotation))
function unifiedSetVelocity (Vector newVelocity))
event UnTouch (Actor Other)
event UnTrigger (Actor Other, Pawn EventInstigator)
event UnTriggerEffectEvent (name EffectEvent, ptional name ReferenceTag))
function UnTriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
function UpdateAttachmentLocations ()
event UpdatePrecacheRenderData ()))
function UpdateURL (string NewOption, string NewValue, bool bSaveDefault)
event UsedBy (Pawn user)
function VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
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)
event ZoneChange (ZoneInfo NewZone)
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, ^, ^^, |, ||, ~, ~=


Constants Detail

MAXSTEPHEIGHT Source code

const MAXSTEPHEIGHT = 35.0;

MINFLOORZ Source code

const MINFLOORZ = 0.7;


Variables Detail

Acceleration Source code

var vector Acceleration;

ActorRenderData Source code

var const native ActorRenderDataPtr ActorRenderData;

Attached Source code

var const array<Actor> Attached;

AttachmentBone Source code

var const name AttachmentBone;

bAlwaysRelevant Source code

var bool bAlwaysRelevant;

bAlwaysTick Source code

var const bool bAlwaysTick;

bAlwaysZeroBoneOffset Source code

var bool bAlwaysZeroBoneOffset;

bAnimByOwner Source code

var bool bAnimByOwner;

Base Source code

var const Actor Base;

bClientAnim Source code

var bool bClientAnim;

bClientDemoNetFunc Source code

var const bool bClientDemoNetFunc;

bClientDemoRecording Source code

var const bool bClientDemoRecording;

bCompressedPosition Source code

var bool bCompressedPosition;

bDeleteMe Source code

var const bool bDeleteMe;

bDemoOwner Source code

var const bool bDemoOwner;

bDemoRecording Source code

var const bool bDemoRecording;

bDestroyInPainVolume Source code

var bool bDestroyInPainVolume;

bDisableEditorCopying Source code

var bool bDisableEditorCopying;

bDisableTick Source code

var bool bDisableTick;

bDisableTouch Source code

var bool bDisableTouch;

bDisturbFluidSurface Source code

var bool bDisturbFluidSurface;

bEdSnap Source code

var transient bool bEdSnap;

bHiddenEd Source code

var const bool bHiddenEd;

bHiddenEdGroup Source code

var const nocopy bool bHiddenEdGroup;

bHurtEntry Source code

var bool bHurtEntry;

bIgnoreOutOfWorld Source code

var bool bIgnoreOutOfWorld;

bInterpolating Source code

var bool bInterpolating;

bIsMirror Source code

var bool bIsMirror;

bIsVehicle Source code

var const bool bIsVehicle;

bJustTeleported Source code

var const bool bJustTeleported;

bLightChanged Source code

var bool bLightChanged;

bNeedPostRenderCallback Source code

var bool bNeedPostRenderCallback;

bNetDirty Source code

var transient const bool bNetDirty;

bNetInitial Source code

var const bool bNetInitial;

bNetInitialRotation Source code

var const bool bNetInitialRotation;

bNetNotify Source code

var bool bNetNotify;

bNetOwner Source code

var const bool bNetOwner;

bNetRelevant Source code

var const bool bNetRelevant;

bNetTemporary Source code

var const bool bNetTemporary;

bNetworkRelevancyVisible Source code

var bool bNetworkRelevancyVisible;

bNoRepMesh Source code

var bool bNoRepMesh;

bObsolete Source code

var bool bObsolete;

bOnlyAffectPawns Source code

var const bool bOnlyAffectPawns;

bOnlyDirtyReplication Source code

var bool bOnlyDirtyReplication;

bOnlyDrawIfAttached Source code

var bool bOnlyDrawIfAttached;

bOnlyOwnerSee Source code

var bool bOnlyOwnerSee;

bOnlyRelevantToOwner Source code

var bool bOnlyRelevantToOwner;

bOrientOnSlope Source code

var bool bOrientOnSlope;

bPathTemp Source code

var transient bool bPathTemp;

bPendingDelete Source code

var bool bPendingDelete;

bRepClientDemo Source code

var const bool bRepClientDemo;

bReplicateAnimations Source code

var bool bReplicateAnimations;

bReplicateInstigator Source code

var bool bReplicateInstigator;

bReplicateLabel Source code

var bool bReplicateLabel;

bReplicateMovement Source code

var bool bReplicateMovement;

bScriptInitialized Source code

var bool bScriptInitialized;

bSelected Source code

var const bool bSelected;

bShowOctreeNodes Source code

var bool bShowOctreeNodes;

bSkipActorPropertyReplication Source code

var bool bSkipActorPropertyReplication;

bStatic Source code

var const bool bStatic;

bTearOff Source code

var bool bTearOff;

bTempEditor Source code

var transient const bool bTempEditor;

bTimerLoop Source code

var bool bTimerLoop;

bTrailerAllowRotation Source code

var bool bTrailerAllowRotation;

bTrailerPrePivot Source code

var bool bTrailerPrePivot;

bTrailerSameRotation Source code

var bool bTrailerSameRotation;

bTravel Source code

var bool bTravel;

bUnifiedPositionChanged Source code

var private bool bUnifiedPositionChanged;

bUnifiedVelocityChanged Source code

var private bool bUnifiedVelocityChanged;

bUpdateSimulatedPosition Source code

var bool bUpdateSimulatedPosition;

bWasSNFiltered Source code

var bool bWasSNFiltered;

CachedLocalToWorld Source code

var Matrix CachedLocalToWorld;

CachedLocation Source code

var const vector CachedLocation;

CachedRotation Source code

var const Rotator CachedRotation;

CollisionTag Source code

var const native int CollisionTag;

ColLocation Source code

var const vector ColLocation;

Deleted Source code

var const actor Deleted;

forceAccumulator Source code

var private Vector forceAccumulator;

HardRelMatrix Source code

var const Matrix HardRelMatrix;

havokAngularVelocity Source code

var vector havokAngularVelocity;

HavokData Source code

var export editinline HavokObject HavokData;

havokGameTickForce Source code

var private vector havokGameTickForce;

havokGameTickForcePosition Source code

var private vector havokGameTickForcePosition;

havokSkeletalRotationSpeed Source code

var const float havokSkeletalRotationSpeed;

Instigator Source code

var Pawn Instigator;

JoinedTag Source code

var const transient int JoinedTag;

LastRenderTime Source code

var transient float LastRenderTime;

LastTick Source code

var transient const int LastTick;

LatentAnimChannelCount Source code

var const array<byte> LatentAnimChannelCount;

LatentFloat Source code

var const float LatentFloat;

LatentStackLocations Source code

var transient noexport private const Array<INT> LatentStackLocations;

Leaves Source code

var transient array<int> Leaves;

Level Source code

var const LevelInfo Level;

LightRenderData Source code

var const native LightRenderDataPtr LightRenderData;

MeshInstance Source code

var transient MeshInstance MeshInstance;

MessageClass Source code

var Class<LocalMessage> MessageClass;

movementObject Source code

var const MovementObject movementObject;

MovementObjectClass Source code

var name MovementObjectClass;

NetPriority Source code

var float NetPriority;

NetTag Source code

var const transient int NetTag;

NetUpdateFrequency Source code

var float NetUpdateFrequency;

NetUpdateTime Source code

var const float NetUpdateTime;

OctreeBox Source code

var const transient Box OctreeBox;

OctreeBoxCenter Source code

var const transient vector OctreeBoxCenter;

OctreeBoxRadii Source code

var const transient vector OctreeBoxRadii;

OctreeNodes Source code

var const transient array<int> OctreeNodes;

Owner Source code

var const Actor Owner;

OwnerGroups Source code

var const array<Object> OwnerGroups;

PendingTouch Source code

var Actor PendingTouch;

PhysicsVolume Source code

var const PhysicsVolume PhysicsVolume;

Projectors Source code

var const native array<ProjectorRenderInfoPtr> Projectors;

Region Source code

var const PointRegion Region;

RelativeLocation Source code

var const vector RelativeLocation;

RelativeRotation Source code

var const rotator RelativeRotation;

RemoteRole Source code

var ENetRole RemoteRole;

RenderRevision Source code

var const native int RenderRevision;

RepSkin Source code

var Material RepSkin;

Role Source code

var ENetRole Role;

SimAnim Source code

var transient AnimRep SimAnim;

StaticFilterState Source code

var const native EFilterState StaticFilterState;

StaticMeshInstance Source code

var StaticMeshInstance StaticMeshInstance;

StaticMeshProjectors Source code

var const native array<StaticMeshProjectorRenderInfoPtr> StaticMeshProjectors;

StaticSectionBatches Source code

var const native array<BatchReference> StaticSectionBatches;

TimerCounter Source code

var const float TimerCounter;

TimerRate Source code

var float TimerRate;

torqueAccumulator Source code

var private Vector torqueAccumulator;

Touching Source code

var const array<Actor> Touching;

unifiedPosition Source code

var private Vector unifiedPosition;

unifiedVelocity Source code

var private Vector unifiedVelocity;

UsesSubVisibility Source code

var const bool UsesSubVisibility;

XLevel Source code

var transient const Level XLevel;

Actor

bOnlyAffectCurrentZone Source code

var(Actor) bool bOnlyAffectCurrentZone;
If this flag is set to TRUE on a light or projector, that light/projector will only affect actors and BSP that are in the same zone at the light/projector.

Label Source code

var(Actor) Name Label;
This object's label for use within the GUI editing system, and scripting (not mandatory)

TriggeredBy Source code

var(Actor) const String TriggeredBy;
This actor only receives messages from actors that have a matching label

Advanced

bCanBeDamaged Source code

var(Advanced) bool bCanBeDamaged;

bCanTeleport Source code

var(Advanced) bool bCanTeleport;

bCollideWhenPlacing Source code

var(Advanced) bool bCollideWhenPlacing;

bDirectional Source code

var(Advanced) bool bDirectional;

bEdShouldSnap Source code

var(Advanced) bool bEdShouldSnap;

bGameRelevant Source code

var(Advanced) bool bGameRelevant;

bHidden Source code

var(Advanced) bool bHidden;

bHighDetail Source code

var(Advanced) bool bHighDetail;

bImportantActor Source code

var(Advanced) bool bImportantActor;

bLockLocation Source code

var(Advanced) bool bLockLocation;

bMovable Source code

var(Advanced) bool bMovable;

bNeedLifetimeEffectEvents Source code

var(Advanced) bool bNeedLifetimeEffectEvents;

bNoDelete Source code

var(Advanced) const bool bNoDelete;

bSendDestructionNotification Source code

var(Advanced) bool bSendDestructionNotification;
If true, all registered IInterestedActorDestroyed objects will be notified when this actor is destroyed. NOTE: this setting is ignored if bStatic=true.

bShouldBaseAtStartup Source code

var(Advanced) bool bShouldBaseAtStartup;

bStasis Source code

var(Advanced) bool bStasis;

bSuperHighDetail Source code

var(Advanced) bool bSuperHighDetail;

bTriggerEffectEventsBeforeGameStarts Source code

var(Advanced) bool bTriggerEffectEventsBeforeGameStarts;

bWorldGeometry Source code

var(Advanced) bool bWorldGeometry;

LifeSpan Source code

var(Advanced) float LifeSpan;

Collision

bAutoAlignToTerrain Source code

var(Collision) bool bAutoAlignToTerrain;

bBlockActors Source code

var(Collision) bool bBlockActors;

bBlockHavok Source code

var(Collision) const bool bBlockHavok;

bBlockKarma Source code

var(Collision) const bool bBlockKarma;

bBlockNonZeroExtentTraces Source code

var(Collision) bool bBlockNonZeroExtentTraces;

bBlockPlayers Source code

var(Collision) bool bBlockPlayers;

bBlockZeroExtentTraces Source code

var(Collision) bool bBlockZeroExtentTraces;

bCollideActors Source code

var(Collision) const bool bCollideActors;

bCollideWorld Source code

var(Collision) bool bCollideWorld;

bDisableHavokCollisionWhenAttached Source code

var(Collision) const bool bDisableHavokCollisionWhenAttached;

bPathColliding Source code

var(Collision) bool bPathColliding;

bProjectile Source code

var(Collision) bool bProjectile;

bProjTarget Source code

var(Collision) bool bProjTarget;

bSkipEncroachment Source code

var(Collision) bool bSkipEncroachment;

bUseCylinderCollision Source code

var(Collision) bool bUseCylinderCollision;

CollisionHeight Source code

var(Collision) const float CollisionHeight;

CollisionRadius Source code

var(Collision) const float CollisionRadius;

Display

AmbientGlow Source code

var(Display) byte AmbientGlow;

AntiPortal Source code

var(Display) ConvexVolume AntiPortal;

bAcceptsProjectors Source code

var(Display) bool bAcceptsProjectors;

bAcceptsShadowProjectors Source code

var(Display) bool bAcceptsShadowProjectors;
If false, ShadowProjectors (e.g., player shadows) will not project onto this actor. This parameter is ignored unless bAcceptsProjectors=true.

bDisableSorting Source code

var(Display) bool bDisableSorting;

bGetOverlayMaterialFromBase Source code

var(Display) bool bGetOverlayMaterialFromBase;

bGetSkinFromBase Source code

var(Display) bool bGetSkinFromBase;

bOwnerNoSee Source code

var(Display) bool bOwnerNoSee;

Brush Source code

var(Display) const editconst deepcopy model Brush;

bShadowCast Source code

var(Display) bool bShadowCast;

bStaticLighting Source code

var(Display) bool bStaticLighting;

BumpmapLODScale Source code

var(Display) float BumpmapLODScale;

bUnlit Source code

var(Display) bool bUnlit;

bUseDynamicLights Source code

var(Display) bool bUseDynamicLights;

bUseLightingFromBase Source code

var(Display) bool bUseLightingFromBase;

bUseRootMotionBound Source code

var(Display) bool bUseRootMotionBound;

bVolumetricShadowCast Source code

var(Display) bool bVolumetricShadowCast;
If true, lights with bCastsVolumetricShadows=true will cast volumetric shadows from this actor

CullDistance Source code

var(Display) float CullDistance;

DrawType Source code

var(Display) EDrawType DrawType;

ForcedVisibilityZoneTag Source code

var(Display) const name ForcedVisibilityZoneTag;
If set to something other than None, this actor will only render if the Tag of the ZoneInfo of its current zone is set to the same name.\n\nAdditionally, if the actor is a projector it will only project onto actors that are also in the correct zone.

LODBias Source code

var(Display) float LODBias;

MaxLights Source code

var(Display) byte MaxLights;

Mesh Source code

var(Display) const mesh Mesh;

PrePivot Source code

var(Display) vector PrePivot;

ScaleGlow Source code

var(Display) float ScaleGlow;

Skins Source code

var(Display) array<Material> Skins;

StaticMesh Source code

var(Display) const StaticMesh StaticMesh;

Style Source code

var(Display) ERenderStyle Style;

Texture Source code

var(Display) Material Texture;

DynamicSpeech

SpeechTag Source code

var(DynamicSpeech) String SpeechTag;
Used as a full or partial key to lookup speech files int the Dynamic Speech system

Events

Event Source code

var(Events) name Event;

Tag Source code

var(Events) name Tag;

Filter

exclusiveToGameInfo Source code

var(Filter) class<GameInfo> exclusiveToGameInfo;
This Actor will only appear in the specified game type.

gameInfoExclusions Source code

var(Filter) array<class<GameInfo>> gameInfoExclusions;
This Actor won't appear in any of the specified game types.

gameInfoInclusions Source code

var(Filter) array<class<GameInfo>> gameInfoInclusions;
This Actor will appear in the specified game types even if the game types exist in an exclusion filter.

maxDifficulty Source code

var(Filter) int maxDifficulty;

maxNumPlayers Source code

var(Filter) int maxNumPlayers;

minDifficulty Source code

var(Filter) int minDifficulty;

minNumPlayers Source code

var(Filter) int minNumPlayers;

Force

ForceRadius Source code

var(Force) float ForceRadius;

ForceScale Source code

var(Force) float ForceScale;

ForceType Source code

var(Force) EForceType ForceType;

Havok

bClientHavokPhysics Source code

var(Havok) bool bClientHavokPhysics;

bEnableHavokBackstep Source code

var(Havok) bool bEnableHavokBackstep;

havokDataClass Source code

var(Havok) class<HavokObject> havokDataClass;

LightColor

LightBrightness Source code

var(LightColor) float LightBrightness;

LightHue Source code

var(LightColor) byte LightHue;

LightSaturation Source code

var(LightColor) byte LightSaturation;

Lighting

bActorShadows Source code

var(Lighting) bool bActorShadows;

bCastsVolumetricShadows Source code

var(Lighting) bool bCastsVolumetricShadows;

bCorona Source code

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;

bDynamicLight Source code

var(Lighting) bool bDynamicLight;

bLightingVisibility Source code

var(Lighting) bool bLightingVisibility;

bSpecialLit Source code

var(Lighting) bool bSpecialLit;

LightCone Source code

var(Lighting) byte LightCone;

LightEffect Source code

var(Lighting) ELightEffect LightEffect;

LightPeriod Source code

var(Lighting) byte LightPeriod;

LightPhase Source code

var(Lighting) byte LightPhase;

LightRadius Source code

var(Lighting) float LightRadius;

LightType Source code

var(Lighting) ELightType LightType;

MaxTraceDistance Source code

var(Lighting) float MaxTraceDistance;

Movement

AttachTag Source code

var(Movement) name AttachTag;

bBounce Source code

var(Movement) bool bBounce;

bFixedRotationDir Source code

var(Movement) bool bFixedRotationDir;

bHardAttach Source code

var(Movement) bool bHardAttach;

bIgnoreEncroachers Source code

var(Movement) bool bIgnoreEncroachers;

bRotateToDesired Source code

var(Movement) bool bRotateToDesired;

Buoyancy Source code

var(Movement) float Buoyancy;

DesiredRotation Source code

var(Movement) rotator DesiredRotation;

GravityScale Source code

var(Movement) float GravityScale;

Mass Source code

var(Movement) float Mass;

Physics Source code

var(Movement) EPhysics Physics;

RotationRate Source code

var(Movement) rotator RotationRate;

Velocity Source code

var(Movement) vector Velocity;

Navigation

bNavigationRelevant Source code

var(Navigation) bool bNavigationRelevant;

bOverruleNavigationRelevant Source code

var(Navigation) bool bOverruleNavigationRelevant;

Object

Group Source code

var(Object) name Group;

InitialState Source code

var(Object) name InitialState;

Placement

DrawScale Source code

var(Placement) const float DrawScale;

DrawScale3D Source code

var(Placement) const vector DrawScale3D;

Location Source code

var(Placement) const vector Location;

Rotation Source code

var(Placement) const rotator Rotation;

Sound

SoundOcclusion Source code

var(Sound) ESoundOcclusion SoundOcclusion;


Enumerations Detail

EDetailMode Source code

enum EDetailMode
{
DM_Low, DM_High, DM_SuperHigh
};

EDoubleClickDir Source code

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

EDrawType Source code

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,
};

EFilterState Source code

enum EFilterState
{
FS_Maybe, FS_Yes, FS_No
};

EForceType Source code

enum EForceType
{
FT_None, FT_DragAlong,
};

ELightEffect Source code

enum ELightEffect
{
LE_Pointlight, LE_Sunlight, LE_Spotlight,
};

ELightType Source code

enum ELightType
{
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_FadeOut
};

EMusicTransition Source code

enum EMusicTransition
{
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
};

ENetRole Source code

enum ENetRole
{
ROLE_None, ROLE_DumbProxy, 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_MovingBrush, PHYS_Spider, PHYS_Trailer, PHYS_Ladder, PHYS_RootMotion, PHYS_Karma_Deprecated, PHYS_KarmaRagDoll_Deprecated, PHYS_Havok, PHYS_HavokSkeletal, PHYS_Movement,
};

ERenderStyle Source code

enum ERenderStyle
{
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive, STY_Particle, STY_AlphaZ,
};

ESoundOcclusion Source code

enum ESoundOcclusion
{
OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
};

ETravelType Source code

enum ETravelType
{
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
};

SocketCoordinates Source code

enum SocketCoordinates
{
SOCKET_World, SOCKET_Local,
};


Structures Detail

ActorRenderDataPtr Source code

struct ActorRenderDataPtr
{
var int Ptr;
};


AnimRep Source code

struct AnimRep
{
var byte AnimFrame;
var byte AnimRate;
var name AnimSequence;
var bool bAnimLoop;
var byte TweenRate;
};


BatchReference Source code

struct BatchReference
{
var int BatchIndex;
var int ElementIndex;
};


HavokRigidBodyState Source code

struct HavokRigidBodyState
{
var vector AngVel;
var vector LinVel;
var vector Position;
var quat Quaternion;
};


KRBVec Source code

struct KRBVec
{
var float X;
var float Y;
var float Z;
};


KRigidBodyState Source code

struct KRigidBodyState
{
var KRBVec AngVel;
var KRBVec LinVel;
var KRBVec Position;
var Quat Quaternion;
};


LightRenderDataPtr Source code

struct LightRenderDataPtr
{
var int Ptr;
};


PointRegion Source code

struct PointRegion
{
var int iLeaf;
var zoneinfo Zone;
var byte ZoneNumber;
};


ProjectorRenderInfoPtr Source code

struct ProjectorRenderInfoPtr
{
var int Ptr;
};


StaticMeshProjectorRenderInfoPtr Source code

struct StaticMeshProjectorRenderInfoPtr
{
var int Ptr;
};



Functions Detail

* Source code

native(550) static final operator color * ( float A, color B )

* Source code

native(552) static final operator color * ( color A, float B )

+ Source code

native(551) static final operator color + ( color A, color B )

- Source code

native(549) static final operator color - ( color A, color B )

actorLabel Source code

native final iterator function actorLabel ( class<Actor> actorClass, out Actor foundActor, Name label )

AddContextForNextEffectEvent Source code

simulated function AddContextForNextEffectEvent ( name Context) )

AddDebugMessage Source code

native function AddDebugMessage ( string NewMessage, optional color NewMessageColor )

AITrace Source code

native(553) final function Actor AITrace ( vector TraceEnd, optional vector TraceStart, optional vector Extent )

AllActors Source code

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

Allocate Source code

native static function Object Allocate ( Object Context, Object Outer, optional string n, optional INT flags, optional Object Template )

AnimBlendParams Source code

native final function AnimBlendParams ( int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose )

AnimBlendToAlpha Source code

native final function AnimBlendToAlpha ( int Stage, float TargetAlpha, float TimeInterval )

AnimEnd Source code

event AnimEnd ( int Channel )

AnimIsInGroup Source code

native final function bool AnimIsInGroup ( int Channel, name GroupName )

AnimStopLooping Source code

native final function AnimStopLooping ( optional int Channel )

Attach Source code

event Attach ( Actor Other )

AttachToBone Source code

native final function bool AttachToBone ( actor Attachment, name BoneName )

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

function BecomeViewTarget ( )

BeginEvent Source code

event BeginEvent ( )

BeginPlay Source code

event BeginPlay ( )

BoneRefresh Source code

native final function BoneRefresh ( )

BroadcastLocalizedMessage Source code

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

Bump Source code

event Bump ( Actor Other )

CanSplash Source code

function bool CanSplash ( ) )

checkSocket Source code

native final event bool checkSocket ( String name )

ChildActors Source code

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

classConstruct Source code

function classConstruct ( ) )

clientDispatchMessage Source code

simulated function clientDispatchMessage ( Message msg) )

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 )

ConsoleCommand Source code

native function string ConsoleCommand ( string Command )

Construct Source code

overloaded native function Construct ( actor Owner, optional name Tag, optional vector Location, optional rotator Rotation )

Construct Source code

overloaded native function Construct ( )

CurrentLIPSincAnim Source code

native final function string CurrentLIPSincAnim ( )

DebugClock Source code

native final function DebugClock ( )

DebugUnclock Source code

native final function DebugUnclock ( )

DemoPlaySound Source code

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 )

Destroy Source code

native(279) final function bool Destroy ( )

Destroyed Source code

simulated event Destroyed ( ) )

Detach Source code

event Detach ( Actor Other )

DetachFromBone Source code

native final function bool DetachFromBone ( actor Attachment )

dispatchMessage Source code

function dispatchMessage ( Message msg) )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DrawDebugLine Source code

native final function DrawDebugLine ( vector LineStart, vector LineEnd, byte R, byte G, byte B )

DynamicActors Source code

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

EffectIsRelevant Source code

simulated function bool EffectIsRelevant ( vector SpawnLocation, bool bForceDedicated ) )

EnableChannelNotify Source code

native final function EnableChannelNotify ( int Channel, int Switch )

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( actor Other )

EndedRotation Source code

event EndedRotation ( )

EndEvent Source code

event EndEvent ( )

Error Source code

native(233) final function Error ( coerce string S )

Falling Source code

event Falling ( )

FastTrace Source code

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

findByLabel Source code

function Actor findByLabel ( class<Actor> actorClass, Name label, optional bool checkDead) )

findStaticByLabel Source code

function Actor findStaticByLabel ( class<Actor> actorClass, Name label, optional bool checkDead) )

FinishAnim Source code

native(261) final latent function FinishAnim ( optional int Channel )

FinishedInterpolation Source code

event FinishedInterpolation ( ) )

FinishInterpolation Source code

native(301) final latent function FinishInterpolation ( )

ForceFeedbackSupported Source code

native(568) final function bool ForceFeedbackSupported ( optional bool Enable )

FreezeAnimAt Source code

native final function FreezeAnimAt ( float Time, optional int Channel )

GainedChild Source code

event GainedChild ( Actor Other )

GetAnimLength Source code

native final function float GetAnimLength ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )

GetAnimParams Source code

native final function GetAnimParams ( int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate )

GetBoneCoords Source code

native final function coords GetBoneCoords ( name BoneName , optional bool bGetSocketCoords )

GetBoneRotation Source code

native final function rotator GetBoneRotation ( name BoneName, optional int Space )

GetCacheEntry Source code

native final function bool GetCacheEntry ( int Num, out string GUID, out string Filename )

GetClosestBone Source code

native final function Name GetClosestBone ( Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance )

GetCollisionExtent Source code

function vector GetCollisionExtent ( ) )

GetCurrentMaterial Source code

native final event Material GetCurrentMaterial ( optional int Index )

GetDebugName Source code

simulated function String GetDebugName ( ) )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

getHurtRadiusParent Source code

simulated function Actor getHurtRadiusParent ( ) )

GetItemName Source code

simulated function String GetItemName ( string FullName ) )

GetLIPSincAnimDuration Source code

native final function float GetLIPSincAnimDuration ( name LIPSincAnimName )

GetLocalString Source code

static function string GetLocalString ( optional int Switch, optional Core.Object Related1, optional Core.Object Related2 ) )

GetMapName Source code

static native(539) final function string GetMapName ( string NameEnding, string MapName, int Dir )

GetMaterial Source code

native final function Material GetMaterial ( int Index )

GetMeshName Source code

native final function string GetMeshName ( )

GetMeshOrigin Source code

native final function vector GetMeshOrigin ( )

GetNextInt Source code

native final function string GetNextInt ( string ClassName, int Num )

GetNextIntDesc Source code

native final function GetNextIntDesc ( string ClassName, int Num, out string Entry, out string Description )

GetNextSkin Source code

native(545) final function GetNextSkin ( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc )

GetNotifyChannel Source code

native final function int GetNotifyChannel ( )

GetOverlayMaterial Source code

simulated event Material GetOverlayMaterial ( int Index) )

GetRadarInfoClass Source code

simulated function class GetRadarInfoClass ( ) )

getReceiveDamageRadius Source code

simulated function float getReceiveDamageRadius ( ) )

GetRenderBoundingSphere Source code

native final function plane GetRenderBoundingSphere ( )

GetRootLocation Source code

native final function vector GetRootLocation ( )

GetRootLocationDelta Source code

native final function vector GetRootLocationDelta ( )

GetRootRotation Source code

native final function rotator GetRootRotation ( )

GetRootRotationDelta Source code

native final function rotator GetRootRotationDelta ( )

getSocket Source code

native final event bool getSocket ( String name, out Vector position, out Rotator rotation, out Vector scale, optional SocketCoordinates coordinates )

GetSoundDuration Source code

native final function float GetSoundDuration ( sound Sound )

GetURLMap Source code

native(547) final function string GetURLMap ( )

GetUrlOption Source code

native final function string GetUrlOption ( string Option )

HasAnim Source code

native(263) final function bool HasAnim ( name Sequence )

HasLIPSincAnim Source code

native final function bool HasLIPSincAnim ( name LIPSincAnimName )

HavokActivate Source code

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 )

HavokGetCenterOfMass Source code

native final function vector HavokGetCenterOfMass ( )

HavokGetLastTracedBone Source code

native final function name HavokGetLastTracedBone ( )

HavokGetLinearVelocity Source code

native final function vector HavokGetLinearVelocity ( optional name BoneName )

HavokGetPosition Source code

native final function vector HavokGetPosition ( optional name BoneName )

HavokGetState Source code

native final function HavokGetState ( out HavokRigidBodyState state, optional name BoneName )

HavokImpartCOMImpulse Source code

native final function HavokImpartCOMImpulse ( vector Impulse, optional name BoneName )

HavokImpartForce Source code

native final function HavokImpartForce ( vector Force, vector Position, optional name BoneName )

HavokImpartImpulse Source code

native final function HavokImpartImpulse ( vector Impulse, vector Position, optional name BoneName )

HavokImpartLinearForceAll Source code

native final function HavokImpartLinearForceAll ( vector Force )

HavokIsActive Source code

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 )

HavokSetBlocking Source code

native final function HavokSetBlocking ( bool blockHavok )

HavokSetCOM Source code

native final function HavokSetCOM ( vector Offset, optional name BoneName )

HavokSetGameTickForce Source code

native final function HavokSetGameTickForce ( vector Force, vector Position )

HavokSetLinearDamping Source code

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 )

HavokSetPosition Source code

native final function HavokSetPosition ( vector Linear, optional name BoneName )

HavokSetRotation Source code

native final function HavokSetRotation ( quat newRotation )

HavokSlowSetCollisionEnabled Source code

native final function HavokSlowSetCollisionEnabled ( actor Other, bool Enabled, optional name BoneNameA, optional name BoneNameB )

HavokUpdateState Source code

event bool HavokUpdateState ( out HavokRigidBodyState newState )

Hide Source code

final function Hide ( ) )

HitWall Source code

event HitWall ( vector HitNormal, actor HitWall )

HurtRadius Source code

simulated function HurtRadius ( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection ) )

InterruptSound Source code

native final function InterruptSound ( sound Sound )

IsAnimating Source code

native(282) final function bool IsAnimating ( optional int Channel )

IsInPain Source code

function bool IsInPain ( ) )

IsInVolume Source code

function bool IsInVolume ( Volume aVolume) )

IsOverlapping Source code

native function bool IsOverlapping ( Actor Other )

IsPlayingLIPSincAnim Source code

native final function bool IsPlayingLIPSincAnim ( )

IsTweening Source code

native final function bool IsTweening ( int Channel )

KilledBy Source code

event KilledBy ( pawn EventInstigator )

Landed Source code

event Landed ( vector HitNormal )

LinkMesh Source code

simulated native final function LinkMesh ( mesh NewMesh, optional bool bKeepAnim )

LinkSkelAnim Source code

simulated native final function LinkSkelAnim ( MeshAnimation Anim, optional mesh NewMesh )

LIPSincAnimEnd Source code

event LIPSincAnimEnd ( )

LocalizeMapText Source code

function string LocalizeMapText ( string SectionName, string KeyName) )

LockRootMotion Source code

native final function LockRootMotion ( int Lock )

LoopAnim Source code

native(260) final function LoopAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )

LostChild Source code

event LostChild ( Actor Other )

makeDormant Source code

function makeDormant ( bool onOff ) )

MakeNoise Source code

native(512) final function MakeNoise ( float Loudness )

MatchStarting Source code

function MatchStarting ( )

Move Source code

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

MoveCacheEntry Source code

native final function bool MoveCacheEntry ( string GUID, optional string NewFilename )

MoveSmooth Source code

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

nearbyControlledPawns Source code

native final iterator function nearbyControlledPawns ( Vector CenterLocation, float Radius, out Pawn Pawn, optional name matchTag )

NearSpot Source code

simulated final function bool NearSpot ( vector Spot) )

OnGameStarted Source code

simulated function OnGameStarted ( )

OnHidden Source code

function OnHidden ( )

OnlyAffectPawns Source code

native final function OnlyAffectPawns ( bool B )

onMessage Source code

event function onMessage ( Message msg )

OnOptimizedIn Source code

function OnOptimizedIn ( )

OnOptimizedOut Source code

function OnOptimizedOut ( )

OnShown Source code

function OnShown ( )

OptimizeIn Source code

final function OptimizeIn ( ) )

OptimizeOut Source code

final function OptimizeOut ( ) )

PauseSound Source code

native final function PauseSound ( sound Sound )

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume NewVolume )

PlayAnim Source code

native(259) final function PlayAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )

PlayAnimAdditive Source code

native final function PlayAnimAdditive ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel, optional name RefSequence )

PlayerCanSeeMe Source code

native(532) final function bool PlayerCanSeeMe ( )

PlayFeedbackEffect Source code

native(566) final function PlayFeedbackEffect ( String EffectName )

PlayLIPSincAnim Source code

native final function PlayLIPSincAnim ( name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch, optional bool bPositional )

PlayLoopedSound Source code

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 ) )

PlayMusic Source code

native final function int PlayMusic ( string Song, float FadeInTime )

PlayOwnedSound Source code

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 )

PlayScriptedAnim Source code

simulated function PlayScriptedAnim ( name AnimToPlay) )

PlaySound Source code

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 )

PlayStream Source code

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 )

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PostLoadGame Source code

event PostLoadGame ( )

PostNetBeginPlay Source code

event PostNetBeginPlay ( )

PostNetReceive Source code

event PostNetReceive ( )

PostTakeDamage Source code

event PostTakeDamage ( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor )

PostTeleport Source code

event PostTeleport ( Teleporter OutTeleporter )

PostTouch Source code

event PostTouch ( Actor Other )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PrecacheSpeech Source code

simulated event PrecacheSpeech ( SpeechManager Manager )

PreScriptedTextureRendered Source code

event PreScriptedTextureRendered ( ScriptedTexture Tex )

PreTeleport Source code

event bool PreTeleport ( Teleporter InTeleporter )

PreTrigger Source code

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) )

ProjectileTouch Source code

event ProjectileTouch ( Actor Other, vector TouchLocation, vector TouchNormal )

RadiusActors Source code

native(310) final iterator function RadiusActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )

registerClientMessage Source code

simulated function registerClientMessage ( class<Message> messageClass, coerce string triggeredByFilter) )

registerMessage Source code

function registerMessage ( class<Message> messageClass, coerce string triggeredByFilter) )

RegisterNotifyGameStarted Source code

simulated final function RegisterNotifyGameStarted ( ) )

RenderOverlays Source code

function RenderOverlays ( Canvas Canvas )

RenderTexture Source code

event RenderTexture ( ScriptedTexture Tex )

ReplaceText Source code

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

Reset Source code

function Reset ( )

ResumeSound Source code

native final function ResumeSound ( sound Sound )

SetAnimFrame Source code

native final function SetAnimFrame ( float Time, optional int Channel, optional int UnitFlag )

SetBase Source code

native(298) final function SetBase ( actor NewBase, optional vector NewFloor )

SetBoneDirection Source code

native final function SetBoneDirection ( name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space )

SetBoneLocation Source code

native final function SetBoneLocation ( name BoneName, optional vector BoneTrans, optional float Alpha )

SetBoneRotation Source code

native final function SetBoneRotation ( name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha )

SetBoneScale Source code

native final function SetBoneScale ( int Slot, optional float BoneScale, optional name BoneName )

SetCollision Source code

native(262) final function SetCollision ( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers )

SetCollisionSize Source code

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

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, Material NewTexture, bool bLighting ) )

SetDrawScale Source code

native final function SetDrawScale ( float NewScale )

SetDrawScale3D Source code

native final function SetDrawScale3D ( vector NewScale3D )

SetDrawType Source code

native final function SetDrawType ( EDrawType NewDrawType )

SetGRI Source code

function SetGRI ( GameReplicationInfo GRI )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetLocation Source code

native(267) final function bool SetLocation ( vector NewLocation )

SetOwner Source code

native(272) final function SetOwner ( actor NewOwner )

SetPhysics Source code

native(3970) 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

native(299) final function bool SetRotation ( rotator NewRotation )

SetStaticMesh Source code

native final function SetStaticMesh ( StaticMesh NewStaticMesh )

SetTimer Source code

native(280) final function SetTimer ( float NewTimerRate, bool bLoop )

ShallowCopyMaterial Source code

native final function Material ShallowCopyMaterial ( Material src, Actor owner )

ShouldActorsBlockSplash Source code

simulated event bool ShouldActorsBlockSplash ( ) )

ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

Show Source code

final function Show ( ) )

Spawn Source code

native(278) final function actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation )

SpecialHandling Source code

event Actor SpecialHandling ( Pawn Other )

StartInterpolation Source code

simulated function StartInterpolation ( ) )

staticActorLabel Source code

native final iterator function staticActorLabel ( class<Actor> actorClass, out Actor foundActor, Name label )

StopAllMusic Source code

native final function StopAllMusic ( float FadeOutTime )

StopAnimating Source code

native final function StopAnimating ( optional bool ClearAllButBase )

StopFeedbackEffect Source code

native(567) final function StopFeedbackEffect ( optional String EffectName )

StopLIPSincAnim Source code

native final function StopLIPSincAnim ( )

StopMusic Source code

native final function StopMusic ( int SongHandle, float FadeOutTime )

SuggestFallVelocity Source code

native final function vector SuggestFallVelocity ( vector Destination, vector Start, float MaxZ, float MaxXYSpeed )

TakeDamage Source code

final event TakeDamage ( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) )

TestMove Source code

native final function bool TestMove ( vector Location, rotator Rotation )

Tick Source code

event Tick ( float DeltaTime )

Timer Source code

event Timer ( )

TornOff Source code

event TornOff ( )

Touch Source code

event Touch ( Actor Other )

TouchingActor Source code

simulated final function bool TouchingActor ( Actor A) )

TouchingActors Source code

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

Trace Source code

native(277) final function Actor Trace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material )

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 )

TravelPostAccept Source code

event TravelPostAccept ( )

TravelPreAccept Source code

event TravelPreAccept ( )

Trigger Source code

event Trigger ( Actor Other, Pawn EventInstigator )

TriggerEffectEvent Source code

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) )

TriggerEvent Source code

event TriggerEvent ( Name EventName, Actor Other, Pawn EventInstigator ) )

TweenAnim Source code

native(294) final function TweenAnim ( name Sequence, float Time, optional int Channel )

UnClock Source code

native final function UnClock ( out float time )

unifiedAddForce Source code

simulated function unifiedAddForce ( Vector force) )

unifiedAddForceAtPosition Source code

simulated function unifiedAddForceAtPosition ( Vector force, Vector position) )

unifiedAddImpulse Source code

simulated function unifiedAddImpulse ( Vector impulse) )

unifiedAddImpulseAtPosition Source code

simulated function unifiedAddImpulseAtPosition ( Vector impulse, Vector position) )

unifiedAddTorque Source code

simulated function unifiedAddTorque ( Vector torque) )

unifiedAddVelocity Source code

simulated function unifiedAddVelocity ( Vector deltaVelocity) )

unifiedGetAcceleration Source code

simulated function Vector unifiedGetAcceleration ( ) )

unifiedGetCOMPosition Source code

simulated event Vector unifiedGetCOMPosition ( ) )

unifiedGetGravity Source code

simulated function float unifiedGetGravity ( ) )

unifiedGetMass Source code

simulated function float unifiedGetMass ( ) )

unifiedGetNaturalCOMPosition Source code

simulated event Vector unifiedGetNaturalCOMPosition ( ) )

unifiedGetPosition Source code

simulated function Vector unifiedGetPosition ( ) )

unifiedGetVelocity Source code

simulated function Vector unifiedGetVelocity ( ) )

unifiedSetAcceleration Source code

simulated function unifiedSetAcceleration ( Vector newAcceleration) )

unifiedSetAngularVelocity Source code

simulated function unifiedSetAngularVelocity ( Rotator newAngularVelocity) )

unifiedSetMass Source code

simulated function unifiedSetMass ( float newMass) )

unifiedSetPosition Source code

simulated function unifiedSetPosition ( Vector newPosition) )

unifiedSetRotation Source code

simulated function unifiedSetRotation ( Rotator newRotation) )

unifiedSetVelocity Source code

simulated function unifiedSetVelocity ( Vector newVelocity) )

UnTouch Source code

event UnTouch ( Actor Other )

UnTrigger Source code

event UnTrigger ( Actor Other, Pawn EventInstigator )

UnTriggerEffectEvent Source code

simulated event UnTriggerEffectEvent ( name EffectEvent,optional name ReferenceTag) )

UnTriggerEvent Source code

function UnTriggerEvent ( Name EventName, Actor Other, Pawn EventInstigator ) )

UpdateAttachmentLocations Source code

native final function UpdateAttachmentLocations ( )

UpdatePrecacheRenderData Source code

simulated event UpdatePrecacheRenderData ( ) )

UpdateURL Source code

native final function UpdateURL ( string NewOption, string NewValue, bool bSaveDefault )

UsedBy Source code

event UsedBy ( Pawn user )

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<object> BaseClass, out object Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden , optional bool bUseBoxCheck, optional Actor checkActor, optional bool bIgnoreStatic )

ZoneChange Source code

event ZoneChange ( ZoneInfo NewZone )


Defaultproperties

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