Legacy:Actor/Properties - Unreal Wiki

# Legacy:Actor/Properties

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

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

vector Acceleration
  For physics types that move the actor based on its Velocity, the Acceleration is constantly applied.
float AccumKarmaAngleError
ActorRenderDataPtr ActorRenderData (const native)
array<Actor> Attached (const)
  Array of actors attached to this actor.

name AttachmentBone (const)
  Name of bone to which actor is attached (if attached to center of base.

bool bAlreadyPrecachedMaterials
bool bAlreadyPrecachedMeshes
bool bAlwaysRelevant
  Always relevant for network.

bool bAlwaysTick (const)
  Update even when players-only.

bool bAlwaysZeroBoneOffset
  If true, offset always zero when attached to skeletalmesh.

bool bAnimByOwner
  Animation dictated by owner.

Actor Base (const)
  Actor we're standing on.

bool bBadStateCode
  Used for recovering from illegal state transitions (hack)

bool bBlockPlayers
  OBSOLETE - no longer used

bool bBlockProjectiles
bool bBlocksTeleport
bool bCanBeDamaged
  Can take damage.

bool bClientAnim
  Don't replicate any animations - animation done client-side.

bool bClientAuthoritative (const)
  Remains ROLE_Authority on client (only valid for bStatic or bNoDelete actors).

bool bClientDemoNetFunc (const)
  True if we're client-side demo recording and this call originated from the remote.

bool bClientDemoRecording (const)
  True we are currently recording a client-side demo.

bool bClientTrigger
  replicated property used to trigger client side ClientTrigger() event.

bool bCollideWorld
  Collides with the world.

bool bCompressedPosition
  Used by networking code to flag compressed position replication.

bool bDeleteMe (const)
  About to be deleted.

bool bDemoOwner (const)
  Demo recording driver owns this actor.

bool bDemoRecording (const)
  True we are currently demo recording.

bool bDestroyInPainVolume
  Destroy this actor if it enters a pain volume.

bool bDetailAttachment (const)
  If actor is attached to Karma object, only move once a frame regardless of timestep subdivision. Only valid when bCollideActors is false.

bool bDisturbFluidSurface
  Cause ripples when in contact with FluidSurface.

bool bDramaticLighting
bool bEdSnap
  Should snap to grid in UnrealEd.

bool bForceSkelUpdate
  Update skeleton (and attached actor positions) even if not rendered.

bool bHurtEntry
  Keep HurtRadius from being reentrant,

bool bIgnoreOutOfWorld
  Don't destroy if enters zone zero.

bool bIgnoreVehicles
  Ignore collisions between vehicles and this actor (only relevant if `bIgnoreEncroachers` is false).

bool bInterpolating
  Performing interpolating.

bool bJustTeleported (const)
  Used by engine physics - not valid for scripts.

bool bLightChanged
  Recalculate this light's lighting now.

bool bNetDirty (transient const)
  Set when any attribute is assigned a value in unrealscript,

bool bNetInitial (const)
  Initial network update.

bool bNetInitialRotation (const)
  Should replicate initial rotation.

bool bNetNotify
  The actor wishes to be notified of replication events. The actor gets the simulated function PostNetReceive() called whenever replication occurs, e.g. in Ammunition whenever AmmoAmount gets changed.

bool bNetOwner (const)
  Player owns this actor.

bool bNetRelevant (const)
  Actor is currently relevant. Only valid server side, only when replicating variables.

bool bNetTemporary (const)
  Tear-off simulation in network play.

bool bNoRepMesh
  Don't replicate mesh.

bool bNotifyLocalPlayerTeamReceived
  Wants `NotifyLocalPlayerTeamReceived()`

bool bNotOnDedServer
  Destroy if on dedicated server and `RemoteRole== ROLE_None` (emitters, etc.)

bool bObsolete
  Actor is obsolete - warn level designers to remove it.

bool bOnlyAffectPawns (const)
  Optimisation - only test overlap against Pawns. Used for influences etc.

bool bOnlyDirtyReplication
  If true, only replicate actor if `bNetDirty` is true - useful if no C++ changed attributes (such as physics)

bool bOnlyDrawIfAttached
  Don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched).

bool bOnlyOwnerSee
  Only owner can see this actor.

bool bOnlyRelevantToOwner
  This actor is only relevant to its owner.

bool bOrientOnSlope
  When landing, orient base on slope of floor.

bool bOwnerNoSee
  Everything but the owner can see this actor.

bool bPathTemp (transient)
  Internal/path building.

bool bPendingDelete
  Set when actor is about to be deleted (since endstate and other functions called during deletion process before `bDeleteMe` is set).

bool bRepClientDemo (const)
  True if remote client is recording demo.

bool bReplicateAnimations
  Should replicate SimAnim.

bool bReplicateInstigator
  Replicate instigator to client (used by bNetTemporary projectiles).

bool bReplicateMovement
  If true, replicate movement/location related properties.

Model Brush (const export)
  Used by Brush subclass actors with `DrawType=DT_Brush`. The Model object is the actual shape of the brush.

bool bScriptInitialized
  Set to prevent re-initializing of actors spawned during level startup

bool bSelected (const)
  Selected in UnrealEd.

bool bShouldStopKarma (transient const)
bool bShowOctreeNodes
bool bSkipActorPropertyReplication
  f true, don't replicate actor class variables for this actor.

bool bSmoothKarmaStateUpdates
  When true, karma state updates will be smoothly interpolated.

bool bStatic (const)
  Does not move or change over time. Level designers should not change this, it will screw up net play.

bool bTearOff
  If true, this actor is no longer replicated to new clients, and is "torn off" (becomes a `ROLE_Authority`) on clients to which it was being replicated.

bool bTempEditor
bool bTicked (transient const)
  Actor has been updated.

bool bTimerLoop
  Timer loops (else is one-shot).

bool bTraceWater
  If true, `trace()` by this actor returns collisions with water volumes.

bool bTrailerAllowRotation
  If `PHYS_Trailer` and want independent rotation control.

bool bTrailerPrePivot
  If `PHYS_Trailer` and true, offset from owner by `PrePivot`.

bool bTrailerSameRotation
  If `PHYS_Trailer` and true, have same rotation as owner.

bool bTravel
  Actor is capable of travelling among servers.

bool bUpdateSimulatedPosition
  f true, update velocity/location after initialization for simulated proxies.

bool bUseCollisionStaticMesh
bool bWasSNFiltered
  Mainly for debugging - the way this actor was inserted into Octree.

bool bWorldGeometry
  Collision and Physics treats this actor as world geometry.

Matrix CachedLocalToWorld
vector CachedLocation (const)
rotator CachedRotation (const)
int CollisionTag (const native)
vector ColLocation (const)
  Actor's old location one move ago. Only for debugging.

Actor Deleted (const)
  Next actor in just-deleted chain. (not accessible through UnrealScript)

float FluidSurfaceShootStrengthMod
  If `bDisturbFluidSurface== true`, FluidSurface's ShootStrength is multiplied by this before doing the ripples.

Matrix HardRelMatrix (const)
  Transform of actor in base's ref frame. Doesn't change after SetBase.

Material HighDetailOverlay
  If high detail mode, use this overlay when no other overlay is active.

Pawn Instigator
  Pawn responsible for damage caused by this actor.

Inventory Inventory
  This actor's Inventory chain. Usually used by Pawns to store the player's inventory and by the Inventory class itself to build the linked list of inventory items.

int JoinedTag (const transient)
int KStepTag (const native)
float LastRenderTime (transient)
  Last time this actor was rendered.

float LatentFloat (const)
  Internal latent function use.

array<int> Leaves (transient)
  BSP leaves this actor is in.

LevelInfo Level (const)
  Level this actor is on.

LightRenderDataPtr LightRenderData (const native)
MeshInstance MeshInstance (transient)
  Mesh instance.

class<LocalMessage> MessageClass
  A LocalMessage class associated with this actor.
float NetPriority
  Higher priorities means update it more frequently.

int NetTag (const transient)
float NetUpdateFrequency
  How many net updates per seconds.

float NetUpdateTime
  Time of last update

Box OctreeBox (const transient)
  Actor bounding box cached when added to Octree. Internal use only.

vector OctreeBoxCenter (const transient)
vector OctreeBoxRadii (const transient)
array<pointer> OctreeNodes (const transient)
  Array of nodes of the octree Actor is currently in. Internal use only.

Actor Owner
  Owner actor.

Actor PendingTouch
  Actor touched during move which wants to add an effect after the movement completes.

PhysicsVolume PhysicsVolume (const)
  physics volume this actor is currently in.

array<ProjectorRenderInfoPtr> Projectors (const native)
  Projected textures on this actor.

PointRegion Region (const)
  A struct describing the region this actor is in. Oly one property in this struct is commonly used: `Region.Zone` references the ZoneInfo of the zone containing the actor.

vector RelativeLocation (const)
  Location relative to base/bone (valid if base exists).

rotator RelativeRotation (const)
  Rotation relative to base/bone (valid if base exists).

ENetRole RemoteRole
  Remote network role. See Role.
int RenderRevision (const native)
Material RepSkin
  Replicated skin (sets Skins[0] if not none)

ENetRole Role
  Local network role. See Role.
AnimRep SimAnim
  Only replicated if `bReplicateAnimations` is true

EFilterState StaticFilterState
StaticMeshInstance StaticMeshInstance
  Contains per-instance static mesh data, like static lighting data.

array<StaticMeshProjectorRenderInfoPtr> StaticMeshProjectors (const native)
array<BatchReference> StaticSectionBatches (const, native)
float TimerCounter (const)
  Counts up until it reaches TimerRate.

float TimerRate
  Timer event, 0=no timer.

array<Actor> Touching (const)
  List of touching actors.

Level XLevel (transient const)
  The Level object. (not to be confused with the LevelInfo actor accessible through the `Level` property.

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