Extends: Object
Modifiers: abstract native nativereplication
Source code
Actor: The base class of all actors.
This is a built-in Unreal class and it shouldn't be modified.
Core.Object
|
+-- Engine.Actor
Direct Known Subclasses:
Brush, DamageType, Decal, Decoration, Effects, HUD, Info, Inventory, Keypoint, Light, Line, Menu, NavigationPoint, ParticleSprayer, Pawn, Projectile, ShareSounds, SpawnNotify, Triggers
| Enumerations Summary |
EDodgeDir DODGE_None,
DODGE_Left,
DODGE_Right,
DODGE_Forward,
DODGE_Back,
DODGE_Active,
DODGE_Done |
EDrawType DT_None,
DT_Sprite,
DT_Mesh,
DT_Brush,
DT_RopeSprite,
DT_VerticalSprite,
DT_Terraform,
DT_SpriteAnimOnce,
|
EInputAction IST_None,
IST_Press,
IST_Hold,
IST_Release,
IST_Axis,
|
EInputKey IK_None,
IK_LeftMouse,
IK_RightMouse,
IK_Cancel,
IK_MiddleMouse,
IK_Unknown05,
IK_Unknown06,
IK_Unknown07,
IK_Backspace,
IK_Tab,
IK_Unknown0A,
IK_Unknown0B,
IK_Unknown0C,
IK_Enter,
IK_Unknown0E,
IK_Unknown0F,
IK_Shift,
IK_Ctrl,
IK_Alt,
IK_Pause,
IK_CapsLock,
IK_Unknown15,
IK_Unknown16,
IK_Unknown17,
IK_Unknown18,
IK_Unknown19,
IK_Unknown1A,
IK_Escape,
IK_Unknown1C,
IK_Unknown1D,
IK_Unknown1E,
IK_Unknown1F,
IK_Space,
IK_PageUp,
IK_PageDown,
IK_End,
IK_Home,
IK_Left,
IK_Up,
IK_Right,
IK_Down,
IK_Select,
IK_Print,
IK_Execute,
IK_PrintScrn,
IK_Insert,
IK_Delete,
IK_Help,
IK_0,
IK_1,
IK_2,
IK_3,
IK_4,
IK_5,
IK_6,
IK_7,
IK_8,
IK_9,
IK_Unknown3A,
IK_Unknown3B,
IK_Unknown3C,
IK_Unknown3D,
IK_Unknown3E,
IK_Unknown3F,
IK_Unknown40,
IK_A,
IK_B,
IK_C,
IK_D,
IK_E,
IK_F,
IK_G,
IK_H,
IK_I,
IK_J,
IK_K,
IK_L,
IK_M,
IK_N,
IK_O,
IK_P,
IK_Q,
IK_R,
IK_S,
IK_T,
IK_U,
IK_V,
IK_W,
IK_X,
IK_Y,
IK_Z,
IK_Unknown5B,
IK_Unknown5C,
IK_Unknown5D,
IK_Unknown5E,
IK_Unknown5F,
IK_NumPad0,
IK_NumPad1,
IK_NumPad2,
IK_NumPad3,
IK_NumPad4,
IK_NumPad5,
IK_NumPad6,
IK_NumPad7,
IK_NumPad8,
IK_NumPad9,
IK_GreyStar,
IK_GreyPlus,
IK_Separator,
IK_GreyMinus,
IK_NumPadPeriod,
IK_GreySlash,
IK_F1,
IK_F2,
IK_F3,
IK_F4,
IK_F5,
IK_F6,
IK_F7,
IK_F8,
IK_F9,
IK_F10,
IK_F11,
IK_F12,
IK_F13,
IK_F14,
IK_F15,
IK_F16,
IK_F17,
IK_F18,
IK_F19,
IK_F20,
IK_F21,
IK_F22,
IK_F23,
IK_F24,
IK_Unknown88,
IK_Unknown89,
IK_Unknown8A,
IK_Unknown8B,
IK_Unknown8C,
IK_Unknown8D,
IK_Unknown8E,
IK_Unknown8F,
IK_NumLock,
IK_ScrollLock,
IK_Unknown92,
IK_Unknown93,
IK_Unknown94,
IK_Unknown95,
IK_Unknown96,
IK_Unknown97,
IK_Unknown98,
IK_Unknown99,
IK_Unknown9A,
IK_Unknown9B,
IK_Unknown9C,
IK_Unknown9D,
IK_Unknown9E,
IK_Unknown9F,
IK_LShift,
IK_RShift,
IK_LControl,
IK_RControl,
IK_UnknownA4,
IK_UnknownA5,
IK_UnknownA6,
IK_UnknownA7,
IK_UnknownA8,
IK_UnknownA9,
IK_UnknownAA,
IK_UnknownAB,
IK_UnknownAC,
IK_UnknownAD,
IK_UnknownAE,
IK_UnknownAF,
IK_UnknownB0,
IK_UnknownB1,
IK_UnknownB2,
IK_UnknownB3,
IK_UnknownB4,
IK_UnknownB5,
IK_UnknownB6,
IK_UnknownB7,
IK_UnknownB8,
IK_UnknownB9,
IK_Semicolon,
IK_Equals,
IK_Comma,
IK_Minus,
IK_Period,
IK_Slash,
IK_Tilde,
IK_UnknownC1,
IK_UnknownC2,
IK_UnknownC3,
IK_UnknownC4,
IK_UnknownC5,
IK_UnknownC6,
IK_UnknownC7,
IK_Joy1,
IK_Joy2,
IK_Joy3,
IK_Joy4,
IK_Joy5,
IK_Joy6,
IK_Joy7,
IK_Joy8,
IK_Joy9,
IK_Joy10,
IK_Joy11,
IK_Joy12,
IK_Joy13,
IK_Joy14,
IK_Joy15,
IK_Joy16,
IK_UnknownD8,
IK_UnknownD9,
IK_UnknownDA,
IK_LeftBracket,
IK_Backslash,
IK_RightBracket,
IK_SingleQuote,
IK_UnknownDF,
IK_JoyX,
IK_JoyY,
IK_JoyZ,
IK_JoyR,
IK_MouseX,
IK_MouseY,
IK_MouseZ,
IK_MouseW,
IK_JoyU,
IK_JoyV,
IK_UnknownEA,
IK_UnknownEB,
IK_MouseWheelUp,
IK_MouseWheelDown,
IK_Unknown10E,
UK_Unknown10F,
IK_JoyPovUp,
IK_JoyPovDown,
IK_JoyPovLeft,
IK_JoyPovRight,
IK_UnknownF4,
IK_UnknownF5,
IK_Attn,
IK_CrSel,
IK_ExSel,
IK_ErEof,
IK_Play,
IK_Zoom,
IK_NoName,
IK_PA1,
IK_OEMClear |
ELightEffect LE_None,
LE_TorchWaver,
LE_FireWaver,
LE_WateryShimmer,
LE_Searchlight,
LE_SlowWave,
LE_FastWave,
LE_CloudCast,
LE_StaticSpot,
LE_Shock,
LE_Disco,
LE_Warp,
LE_Spotlight,
LE_NonIncidence,
LE_Shell,
LE_OmniBumpMap,
LE_Interference,
LE_Cylinder,
LE_Rotor,
LE_Unused |
ELightType LT_None,
LT_Steady,
LT_Pulse,
LT_Blink,
LT_Flicker,
LT_Strobe,
LT_BackdropLight,
LT_SubtlePulse,
LT_TexturePaletteOnce,
LT_TexturePaletteLoop |
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_Rolling,
PHYS_Interpolating,
PHYS_MovingBrush,
PHYS_Spider,
PHYS_Trailer |
ERenderStyle STY_None,
STY_Normal,
STY_Masked,
STY_Translucent,
STY_Modulated,
|
ESoundSlot SLOT_None,
SLOT_Misc,
SLOT_Pain,
SLOT_Interact,
SLOT_Ambient,
SLOT_Talk,
SLOT_Interface,
|
ETravelType TRAVEL_Absolute,
TRAVEL_Partial,
TRAVEL_Relative,
|
| Functions Summary |
 | color | * (float A, color B)
|
 | color | * (color A, float B)
|
 | color | + (color A, color B)
|
 | color | - (color A, color B)
|
 | | AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
|
 | | AnimEnd ()
|
 | | Attach (Actor Other)
|
 | | AutonomousPhysics (float DeltaSeconds)
|
 | | BaseChange ()
|
 | | BasedActors (class<actor> BaseClass, out actor Actor)
|
 | | BecomeViewTarget ()
|
 | | BeginEvent ()
|
 | | BeginPlay ()
|
 | | BroadcastLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
|
 | | BroadcastMessage (coerce string Msg, optional bool bBeep, optional name Type)
|
 | | Bump (Actor Other)
|
 | | ChildActors (class<actor> BaseClass, out actor Actor)
|
 | string | ConsoleCommand (string Command)
|
 | | DemoPlaySound (sound Soundsound Sound, optional ESoundSlot Slot, ESoundSlot">optional float Volume, ESoundSlot">optional bool bNoOverride, ESoundSlot">optional float Radius, ESoundSlot">optional float Pitch)
|
 | bool | Destroy ()
|
 | | Destroyed ()
|
 | | Detach (Actor Other)
|
 | | EncroachedBy (actor Other)
|
 | bool | EncroachingOn (actor Other)
|
 | | EndedRotation ()
|
 | | EndEvent ()
|
 | | Error (coerce string S)
|
 | | Expired ()
|
 | | Falling ()
|
 | bool | FastTrace (vector TraceEnd, optional vector TraceStart)
|
 | | FellOutOfWorld ()
|
 | | FinishAnim ()
|
 | | FinishInterpolation ()
|
 | | GainedChild (Actor Other)
|
 | name | GetAnimGroup (name Sequence)
|
 | bool | GetCacheEntry (int Num, out string GUID, out string Filename)
|
 | String | GetHumanName ()
|
 | String | GetItemName (string FullName)
|
 | string | GetMapName (string NameEnding, string MapName, int Dir)
|
 | string | GetNextInt (string ClassName, int Num)
|
 | | GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description)
|
 | | GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc)
|
 | float | GetSoundDuration (sound Sound)
|
 | string | GetURLMap ()
|
 | bool | HasAnim (name Sequence)
|
 | | HitWall (vector HitNormal, actor HitWall)
|
 | | HurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation)
|
 | | InterpolateEnd (actor Other)
|
 | bool | IsAnimating ()
|
 | | KillCredit (Actor Other)
|
 | | KilledBy (pawn EventInstigator)
|
 | | Landed (vector HitNormal)
|
 | | LinkSkelAnim (Animation Anim)
|
 | | LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional float MinRate)
|
 | | LostChild (Actor Other)
|
 | | MakeNoise (float Loudness)
|
 | bool | Move (vector Delta)
|
 | bool | MoveCacheEntry (string GUID, optional string NewFilename)
|
 | bool | MoveSmooth (vector Delta)
|
 | | PlayAnim (name Sequence, optional float Rate, optional float TweenTime)
|
 | bool | PlayerCanSeeMe ()
|
 | | PlayOwnedSound (sound Soundsound Sound, optional ESoundSlot Slot, ESoundSlot">optional float Volume, ESoundSlot">optional bool bNoOverride, ESoundSlot">optional float Radius, ESoundSlot">optional float Pitch)
|
 | | PlaySound (sound Soundsound Sound, optional ESoundSlot Slot, ESoundSlot">optional float Volume, ESoundSlot">optional bool bNoOverride, ESoundSlot">optional float Radius, ESoundSlot">optional float Pitch)
|
 | | PostBeginPlay ()
|
 | | PostNetBeginPlay ()
|
 | | PostTeleport (Teleporter OutTeleporter)
|
 | | PostTouch (Actor Other)
|
 | | PreBeginPlay ()
|
 | bool | PreTeleport (Teleporter InTeleporter)
|
 | | RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
|
 | | RenderOverlays (canvas Canvas)
|
 | | RenderTexture (ScriptedTexture Tex)
|
 | | SetBase (actor NewBase)
|
 | | SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
|
 | bool | SetCollisionSize (float NewRadius, float NewHeight)
|
 | | SetDefaultDisplayProperties ()
|
 | | SetDisplayProperties (ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap)
|
 | | SetInitialState ()
|
 | bool | SetLocation (vector NewLocation)
|
 | | SetOwner (actor NewOwner)
|
 | | SetPhysics (EPhysics newPhysics)
|
 | bool | SetRotation (rotator NewRotation)
|
 | | SetTimer (float NewTimerRate, bool bLoop)
|
 | | Sleep (float Seconds)
|
 | actor | Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
|
 | | Spawned ()
|
 | Actor | SpecialHandling (Pawn Other)
|
 | | TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType)
|
 | | Tick (float DeltaTime)
|
 | | Timer ()
|
 | | Touch (Actor Other)
|
 | | TouchingActors (class<actor> BaseClass, out actor Actor)
|
 | Actor | Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool vector bTraceActors, optional vector Extent)
|
 | | TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
|
 | | TravelPostAccept ()
|
 | | TravelPreAccept ()
|
 | | Trigger (Actor Other, Pawn EventInstigator)
|
 | | TweenAnim (name Sequence, float Time)
|
 | | UnTouch (Actor Other)
|
 | | UnTrigger (Actor Other, Pawn EventInstigator)
|
 | | VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
|
 | | VisibleCollidingActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc, optional bool bIgnoreHidden)
|
 | | ZoneChange (ZoneInfo NewZone)
|
| Inherited Functions from Core.Object |
| !, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, Abs, Asc, Atan, BeginState, Caps, Chr, Clamp, ClassIsChildOf, Cos, Cross, Disable, Dot, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetAxes, GetEnum, GetPropertyText, GetStateName, GetUnAxes, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, Localize, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Rand, RandRange, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, StaticSaveConfig, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
var float AnimLast;
var float AnimMinRate;
var Const bool bAlwaysTick;
var bool bAnimByOwner;
var bool bAnimFinished;
var bool bAnimLoop;
var bool bAnimNotify;
var transient const bool bAssimilated;
var bool bCarriedItem;
var bool bClientAnim;
var const bool bClientDemoNetFunc;
var const bool bClientDemoRecording;
var const bool bDeleteMe;
var const bool bDemoRecording;
var bool bDynamicLight;
var bool bEdLocked;
var transient bool bEdSnap;
var bool bForcePhysicsUpdate;
var const bool bHighlighted;
var bool bHurtEntry;
var bool bInterpolating;
var Const bool bIsMover;
var const bool bIsPawn;
var const bool bJustTeleported;
var transient bool bLightChanged;
var const bool bMemorized;
var const bool bNetFeel;
var const bool bNetHear;
var const bool bNetInitial;
var const bool bNetOwner;
var const bool bNetRelevant;
var const bool bNetSee;
var bool bReplicateInstigator;
var const export model Brush;
var bool bScriptInitialized;
var const bool bSelected;
var bool bSimFall;
var const bool bSimulatedPawn;
var transient const bool bTempEditor;
var transient const bool bTicked;
var bool bTimerLoop;
var bool bTrailerPrePivot;
var bool bTrailerSameRotation;
var const transient int CollisionTag;
var const transient int ExtraTag;
var const actor LatentActor;
var const byte LatentByte;
var const float LatentFloat;
var const int LatentInt;
var byte LightBrightness;
var byte LightHue;
var const transient int LightingTag;
var byte LightPeriod;
var byte LightPhase;
var byte LightRadius;
var const byte MiscNumber;
var const transient int NetTag;
var float OldAnimRate;
var const transient int OtherTag;
var float PhysAlpha;
var float PhysRate;
var Animation SkelAnim;
var const transient int SpecialTag;
var const byte StandingCount;
var const float TimerCounter;
var float TimerRate;
var const actor Touching[
4];
var float TweenRate;
var byte VolumeBrightness;
var byte VolumeRadius;
var transient const Level XLevel;
Advanced
var(Advanced) bool bAlwaysRelevant;
var(Advanced) bool bCanTeleport;
var(Advanced) bool bCollideWhenPlacing;
var(Advanced) bool bDirectional;
var(Advanced) bool bEdShouldSnap;
var(Advanced) bool bForceStasis;
var(Advanced) bool bGameRelevant;
var(Advanced) bool bHidden;
var(Advanced) bool bHiddenEd;
var(Advanced) bool bHighDetail;
var(Advanced) bool bIsItemGoal;
var(Advanced) bool bIsKillGoal;
var(Advanced) bool bIsSecretGoal;
var(Advanced) bool bMovable;
var(Advanced) const bool bNetOptional;
var(Advanced) const bool bNetTemporary;
var(Advanced) const bool bNoDelete;
var(Advanced) bool bOnlyOwnerSee;
var(Advanced) bool bOwnerNoSee;
var(Advanced) bool bStasis;
var(Advanced) const bool bStatic;
var(Advanced) bool bTravel;
var(Advanced) float LifeSpan;
Collision
var(Collision) bool bBlockActors;
var(Collision) bool bBlockPlayers;
var(Collision) const bool bCollideActors;
var(Collision) bool bCollideWorld;
var(Collision) bool bProjTarget;
var(Collision) const float CollisionHeight;
var(Collision) const float CollisionRadius;
Display
var(Display) byte AmbientGlow;
var(Display) float AnimFrame;
var(Display) float AnimRate;
var(Display) name AnimSequence;
var(Display) bool bFilterByVolume;
var(Display) bool bMeshCurvy;
var(Display) bool bMeshEnviroMap;
var(Display) bool bNoSmooth;
var(Display) bool bParticles;
var(Display) bool bRandomFrame;
var(Display) bool bShadowCast;
var(Display) bool bUnlit;
var(Display) float DrawScale;
var(Display) byte Fatness;
var(Display) float LODBias;
var(Display) mesh Mesh;
var(Display)
texture MultiSkins[
8];
var(Display) float ScaleGlow;
var(Display) float SpriteProjForward;
var(Display) float VisibilityHeight;
var(Display) float VisibilityRadius;
Events
var(Events) name Event;
var(Events) name Tag;
Filter
var(Filter) bool bDifficulty0;
var(Filter) bool bDifficulty1;
var(Filter) bool bDifficulty2;
var(Filter) bool bDifficulty3;
var(Filter) bool bNet;
var(Filter) bool bNetSpecial;
var(Filter) bool bSinglePlayer;
var(Filter) float OddsOfAppearing;
LightColor
var(LightColor) byte LightSaturation;
Lighting
var(Lighting) bool bActorShadows;
var(Lighting) bool bCorona;
var(Lighting) bool bLensFlare;
var(Lighting) bool bSpecialLit;
var(Lighting) byte VolumeFog;
Movement
var(Movement) name AttachTag;
var(Movement) bool bBounce;
var(Movement) bool bFixedRotationDir;
var(Movement) bool bRotateToDesired;
var(Movement) float Buoyancy;
var(Movement)
rotator DesiredRotation;
var(Movement)
const vector Location;
var(Movement) float Mass;
var(Movement)
const rotator Rotation;
var(Movement)
rotator RotationRate;
var(Movement)
vector Velocity;
Networking
var(Networking) float NetPriority;
var(Networking) float NetUpdateFrequency;
Object
var(
Object)
name InitialState;
Sound
var(Sound) byte SoundPitch;
var(Sound) byte SoundRadius;
var(Sound) byte SoundVolume;
var(Sound) float TransientSoundRadius;
var(Sound) float TransientSoundVolume;
enum EDodgeDir
{
DODGE_None,
DODGE_Left,
DODGE_Right,
DODGE_Forward,
DODGE_Back,
DODGE_Active,
DODGE_Done
};
enum EDrawType
{
DT_None,
DT_Sprite,
DT_Mesh,
DT_Brush,
DT_RopeSprite,
DT_VerticalSprite,
DT_Terraform,
DT_SpriteAnimOnce,
};
enum EInputAction
{
IST_None,
IST_Press,
IST_Hold,
IST_Release,
IST_Axis,
};
enum EInputKey
{
IK_None,
IK_LeftMouse,
IK_RightMouse,
IK_Cancel,
IK_MiddleMouse,
IK_Unknown05,
IK_Unknown06,
IK_Unknown07,
IK_Backspace,
IK_Tab,
IK_Unknown0A,
IK_Unknown0B,
IK_Unknown0C,
IK_Enter,
IK_Unknown0E,
IK_Unknown0F,
IK_Shift,
IK_Ctrl,
IK_Alt,
IK_Pause,
IK_CapsLock,
IK_Unknown15,
IK_Unknown16,
IK_Unknown17,
IK_Unknown18,
IK_Unknown19,
IK_Unknown1A,
IK_Escape,
IK_Unknown1C,
IK_Unknown1D,
IK_Unknown1E,
IK_Unknown1F,
IK_Space,
IK_PageUp,
IK_PageDown,
IK_End,
IK_Home,
IK_Left,
IK_Up,
IK_Right,
IK_Down,
IK_Select,
IK_Print,
IK_Execute,
IK_PrintScrn,
IK_Insert,
IK_Delete,
IK_Help,
IK_0,
IK_1,
IK_2,
IK_3,
IK_4,
IK_5,
IK_6,
IK_7,
IK_8,
IK_9,
IK_Unknown3A,
IK_Unknown3B,
IK_Unknown3C,
IK_Unknown3D,
IK_Unknown3E,
IK_Unknown3F,
IK_Unknown40,
IK_A,
IK_B,
IK_C,
IK_D,
IK_E,
IK_F,
IK_G,
IK_H,
IK_I,
IK_J,
IK_K,
IK_L,
IK_M,
IK_N,
IK_O,
IK_P,
IK_Q,
IK_R,
IK_S,
IK_T,
IK_U,
IK_V,
IK_W,
IK_X,
IK_Y,
IK_Z,
IK_Unknown5B,
IK_Unknown5C,
IK_Unknown5D,
IK_Unknown5E,
IK_Unknown5F,
IK_NumPad0,
IK_NumPad1,
IK_NumPad2,
IK_NumPad3,
IK_NumPad4,
IK_NumPad5,
IK_NumPad6,
IK_NumPad7,
IK_NumPad8,
IK_NumPad9,
IK_GreyStar,
IK_GreyPlus,
IK_Separator,
IK_GreyMinus,
IK_NumPadPeriod,
IK_GreySlash,
IK_F1,
IK_F2,
IK_F3,
IK_F4,
IK_F5,
IK_F6,
IK_F7,
IK_F8,
IK_F9,
IK_F10,
IK_F11,
IK_F12,
IK_F13,
IK_F14,
IK_F15,
IK_F16,
IK_F17,
IK_F18,
IK_F19,
IK_F20,
IK_F21,
IK_F22,
IK_F23,
IK_F24,
IK_Unknown88,
IK_Unknown89,
IK_Unknown8A,
IK_Unknown8B,
IK_Unknown8C,
IK_Unknown8D,
IK_Unknown8E,
IK_Unknown8F,
IK_NumLock,
IK_ScrollLock,
IK_Unknown92,
IK_Unknown93,
IK_Unknown94,
IK_Unknown95,
IK_Unknown96,
IK_Unknown97,
IK_Unknown98,
IK_Unknown99,
IK_Unknown9A,
IK_Unknown9B,
IK_Unknown9C,
IK_Unknown9D,
IK_Unknown9E,
IK_Unknown9F,
IK_LShift,
IK_RShift,
IK_LControl,
IK_RControl,
IK_UnknownA4,
IK_UnknownA5,
IK_UnknownA6,
IK_UnknownA7,
IK_UnknownA8,
IK_UnknownA9,
IK_UnknownAA,
IK_UnknownAB,
IK_UnknownAC,
IK_UnknownAD,
IK_UnknownAE,
IK_UnknownAF,
IK_UnknownB0,
IK_UnknownB1,
IK_UnknownB2,
IK_UnknownB3,
IK_UnknownB4,
IK_UnknownB5,
IK_UnknownB6,
IK_UnknownB7,
IK_UnknownB8,
IK_UnknownB9,
IK_Semicolon,
IK_Equals,
IK_Comma,
IK_Minus,
IK_Period,
IK_Slash,
IK_Tilde,
IK_UnknownC1,
IK_UnknownC2,
IK_UnknownC3,
IK_UnknownC4,
IK_UnknownC5,
IK_UnknownC6,
IK_UnknownC7,
IK_Joy1,
IK_Joy2,
IK_Joy3,
IK_Joy4,
IK_Joy5,
IK_Joy6,
IK_Joy7,
IK_Joy8,
IK_Joy9,
IK_Joy10,
IK_Joy11,
IK_Joy12,
IK_Joy13,
IK_Joy14,
IK_Joy15,
IK_Joy16,
IK_UnknownD8,
IK_UnknownD9,
IK_UnknownDA,
IK_LeftBracket,
IK_Backslash,
IK_RightBracket,
IK_SingleQuote,
IK_UnknownDF,
IK_JoyX,
IK_JoyY,
IK_JoyZ,
IK_JoyR,
IK_MouseX,
IK_MouseY,
IK_MouseZ,
IK_MouseW,
IK_JoyU,
IK_JoyV,
IK_UnknownEA,
IK_UnknownEB,
IK_MouseWheelUp,
IK_MouseWheelDown,
IK_Unknown10E,
UK_Unknown10F,
IK_JoyPovUp,
IK_JoyPovDown,
IK_JoyPovLeft,
IK_JoyPovRight,
IK_UnknownF4,
IK_UnknownF5,
IK_Attn,
IK_CrSel,
IK_ExSel,
IK_ErEof,
IK_Play,
IK_Zoom,
IK_NoName,
IK_PA1,
IK_OEMClear
};
enum ELightEffect
{
LE_None,
LE_TorchWaver,
LE_FireWaver,
LE_WateryShimmer,
LE_Searchlight,
LE_SlowWave,
LE_FastWave,
LE_CloudCast,
LE_StaticSpot,
LE_Shock,
LE_Disco,
LE_Warp,
LE_Spotlight,
LE_NonIncidence,
LE_Shell,
LE_OmniBumpMap,
LE_Interference,
LE_Cylinder,
LE_Rotor,
LE_Unused
};
enum ELightType
{
LT_None,
LT_Steady,
LT_Pulse,
LT_Blink,
LT_Flicker,
LT_Strobe,
LT_BackdropLight,
LT_SubtlePulse,
LT_TexturePaletteOnce,
LT_TexturePaletteLoop
};
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_Rolling,
PHYS_Interpolating,
PHYS_MovingBrush,
PHYS_Spider,
PHYS_Trailer
};
enum ERenderStyle
{
STY_None,
STY_Normal,
STY_Masked,
STY_Translucent,
STY_Modulated,
};
enum ESoundSlot
{
SLOT_None,
SLOT_Misc,
SLOT_Pain,
SLOT_Interact,
SLOT_Ambient,
SLOT_Talk,
SLOT_Interface,
};
enum ETravelType
{
TRAVEL_Absolute,
TRAVEL_Partial,
TRAVEL_Relative,
};
function AllActors (
class<
actor> BaseClass,
out actor Actor,
optional name MatchTag)
event AnimEnd ()
event Attach (
Actor Other)
function AutonomousPhysics (float DeltaSeconds)
event BaseChange ()
function BecomeViewTarget ()
event BeginEvent ()
event BeginPlay ()
BroadcastLocalizedMessage Source code
event BroadcastMessage (coerce string Msg, optional bool bBeep, optional name Type)
function string ConsoleCommand (string Command)
event DemoPlaySound (
sound Sound,
optional ESoundSlot Slot,
optional float Volume,
optional bool bNoOverride,
optional float Radius,
optional float Pitch)
function bool Destroy ()
event Destroyed ()
event Detach (
Actor Other)
event EncroachedBy (
actor Other)
event bool EncroachingOn (
actor Other)
event EndedRotation ()
event EndEvent ()
function Error (coerce string S)
event Expired ()
event Falling ()
function bool FastTrace (
vector TraceEnd,
optional vector TraceStart)
event FellOutOfWorld ()
function FinishAnim ()
function FinishInterpolation ()
event GainedChild (
Actor Other)
function name GetAnimGroup (name Sequence)
function bool GetCacheEntry (int Num, out string GUID, out string Filename)
function String GetHumanName ()
function String GetItemName (string FullName)
function string GetMapName (string NameEnding, string MapName, int Dir)
function string 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)
function float GetSoundDuration (sound Sound)
function string GetURLMap ()
function bool HasAnim (name Sequence)
function HurtRadius (
float DamageAmount,
float DamageRadius,
name DamageName,
float Momentum,
vector HitLocation)
event InterpolateEnd (
actor Other)
function bool IsAnimating ()
event KillCredit (
Actor Other)
event KilledBy (
pawn EventInstigator)
event Landed (
vector HitNormal)
function LinkSkelAnim (Animation Anim)
function LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional float MinRate)
event LostChild (
Actor Other)
function MakeNoise (float Loudness)
function bool Move (
vector Delta)
function bool MoveCacheEntry (string GUID, optional string NewFilename)
function bool MoveSmooth (
vector Delta)
function PlayAnim (name Sequence, optional float Rate, optional float TweenTime)
function bool PlayerCanSeeMe ()
function PlayOwnedSound (
sound Sound,
optional ESoundSlot Slot,
optional float Volume,
optional bool bNoOverride,
optional float Radius,
optional float Pitch)
function PlaySound (
sound Sound,
optional ESoundSlot Slot,
optional float Volume,
optional bool bNoOverride,
optional float Radius,
optional float Pitch)
event PostBeginPlay ()
event PostNetBeginPlay ()
event PostTouch (
Actor Other)
event PreBeginPlay ()
function SetBase (
actor NewBase)
function SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
function bool SetCollisionSize (float NewRadius, float NewHeight)
SetDefaultDisplayProperties Source code
function SetDefaultDisplayProperties ()
function SetDisplayProperties (
ERenderStyle NewStyle,
texture NewTexture,
bool bLighting,
bool bEnviroMap)
event SetInitialState ()
function bool SetLocation (
vector NewLocation)
function SetOwner (
actor NewOwner)
function SetPhysics (
EPhysics newPhysics)
function bool SetRotation (
rotator NewRotation)
function SetTimer (float NewTimerRate, bool bLoop)
function Sleep (float Seconds)
function actor Spawn (
class<
actor> SpawnClass,
optional actor SpawnOwner,
optional name SpawnTag,
optional vector SpawnLocation,
optional rotator SpawnRotation)
event Spawned ()
event Tick (float DeltaTime)
event Timer ()
event Touch (
Actor Other)
event TravelPostAccept ()
event TravelPreAccept ()
function TweenAnim (
name Sequence,
float Time)
event UnTouch (
Actor Other)
event UnTrigger (
Actor Other,
Pawn EventInstigator)
function VisibleActors (
class<
actor> BaseClass,
out actor Actor,
optional float Radius,
optional vector Loc)
VisibleCollidingActors Source code
function VisibleCollidingActors (
class<
actor> BaseClass,
out actor Actor,
optional float Radius,
optional vector Loc,
optional bool bIgnoreHidden)
defaultproperties
{
bDifficulty0=True
bDifficulty1=True
bDifficulty2=True
bDifficulty3=True
bSinglePlayer=True
bNet=True
bNetSpecial=True
OddsOfAppearing=+00001.000000
DrawType=DT_Sprite
Texture=S_Actor
DrawScale=+00001.000000
bMeshCurvy=false
SoundRadius=32
SoundVolume=128
SoundPitch=64
TransientSoundVolume=+00001.000000
CollisionRadius=+00022.000000
CollisionHeight=+00022.000000
bJustTeleported=True
Mass=+00100.000000
Role=ROLE_Authority
RemoteRole=ROLE_DumbProxy
NetPriority=+00001.000000
ScaleGlow=1.0
Fatness=128
Style=STY_Normal
bMovable=True
bHighDetail=False
VolumeFog=0
InitialState=None
NetUpdateFrequency=100
LODBias=1.0
SpriteProjForward=32.0
}
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Creation time: Wed 26/5/2004 10:46:38.359 - Created with
UnCodeX