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actor-overview.html
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<h1 class='pagetitle'><a href="http://wiki.beyondunreal.com/wiki?back=Actor Overview">Actor Overview</a></h1>
<div class="wiki"><div class="floatimages"><table border=0 cellspacing=0 cellpadding=0 align=center width=1><tr valign=top><td class="floatimages-block"><div><img alt="[interface-Ed3-actorbrowser]" src="images/interface-ed3-actorbrowser.png"><p><em class="em2">Actor Classes Browser</em></p>
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<h2><a name="0.1"></a>The Actor Classes Browser</h2>
<p>The <a href="actor-class-browser.html">Actor Classes</a> Browser shows a hierarchy of all currently loaded actor classes. To bring up the Actor Classes Browser:</p>
<ul><li>click the button labled "browsers #1" on the <a href="toolbar.html">toolbar</a></li>
<li>or do <a href="unrealed-main-menu.html">UnrealEd Main Menu</a> → View → Actor Class Browser.</li>
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<h2><a name="0.2"></a>How To Insert Actors</h2>
<p>The first step is to select an item in the Actor Classes Browser. Then in one of the <a href="unrealed-viewport.html">UnrealEd Viewport</a>s, do:</p>
<ul><li><a href="viewport-context-menu.html">Viewport Context Menu</a> → Add <selected actor> here</li>
</ul>
<p>In a 3D viewport the actor will appear near the surface that was right-clicked. In a 2D view, UnrealEd will take the third coordinate to be 0 and may refuse to place the actor in solid space. More: <a href="add-an-actor.html">Add An Actor</a>.</p>
<div class="floatimages"><table border=0 cellspacing=0 cellpadding=0 width="100%"><tr valign=top><td class="floatimages-left" align=left width=1><div><img alt="[interface-Ed3-actorproperties]" src="images/interface-ed3-actorpropertie.png"><p><em class="em2">Actor Properties Window</em></p>
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<td class="floatimages-text" width="100%"><h2><a name="0.3"></a>How To Edit Actor Properties</h2>
<p>The <a href="actor-properties-window.html">Actor Properties Window</a> holds all the settings for an actor. It always updates itself to display information for the currently selected actor or actors. To open it do one of:</p>
<ul><li><a href="actor-context-menu.html">Actor Context Menu</a> → <classname> Properties (the first item in the menu)</li>
<li>Press the button labeled #12 on the <a href="toolbar.html">toolbar</a> image above</li>
<li>Press the F4 key</li>
<li><a href="unrealed-main-menu.html">UnrealEd Main Menu</a> → View → Actor Properties</li>
</ul>
<p>Within this window you can edit the properties for the currently selected Actor. Note that this window isn't a dialog box, there's no "OK" button: changes to properties affect the actor immediately. More: <a href="set-the-following-propertie.html">Set The Following Properties</a>.</p>
<h2><a name="0.4"></a>How To Delete Actors</h2>
<p>Click the Actor in one of the editor windows that you want to delete. Then press the Delete key on the keyboard, or do <a href="actor-context-menu.html">Actor Context Menu</a> → Delete.</p>
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<h2><a name="0.5"></a>Other Actor Techniques</h2>
<dl><dt>Duplicate Actor</dt><dd>Do <a href="actor-context-menu.html">Actor Context Menu</a> → Duplicate to create an exact copy of the actor near to the original.<br>In UE2 it seems that Actor names are swapped after duplication. New actor gets old actor name and old actor gets a new name.</dd><dt>Make Current</dt><dd>Do <a href="actor-context-menu.html">Actor Context Menu</a> → Make Current to make that actor's class the new selected class in the Classes Browser.</dd><dt>Copy/Paste</dt><dd>If you select an Actor and press CTRL+C, a copy will be placed on the clipboard. This can be pasted into the same map or another, but note that UnrealEd often takes a long time to process a paste command. It can also be pasted into a text editor, where only the properties that have changed from defaults for that actor will be shown. This is very useful for understanding how other mappers have achieved an effect. <em class="em1">This copy can be pasted in maps, but this feature can cause errors in your map and is not recommended.</em> – not had any problems with this myself. —<a href="tarquin.html">Tarquin</a></dd></dl>
<pre class="paraverbatim"> </pre><dl><dt>Import/Export Actors</dt><dd>see <a href="data-import-and-export.html">Data Import And Export</a></dd><dt>Snap to grid</dt><dd>Make any actor snap to the <a href="grid.html">grid</a> by setting its Advanced → bEdShouldSnap property to True</dd><dt>Superimposed actors</dt><dd>if two actors need to be in the exact same location, set Display → Drawscale of first one you placed there to something larger than default. You'll get a big icon with the smaller, newer actor on top, and can thus select either easily.</dd></dl>
<h2><a name="0.6"></a>Actor Properties</h2>
<p>The huge list of properties each actor has may seem daunting at first. The large majority of them are common to <em class="em1">all</em> actor classes. They fall under the following property groups:</p>
<dl><dt>Advanced</dt><dd>Contains deep technical mojo. Some of these are handy for mappers, eg bEdShouldSnap makes the actor snap to the <a href="grid.html">grid</a>. See <a href="actor-advanced.html">Actor/Advanced</a>.</dd><dt>Collision</dt><dd>Determines the size and behaviour of the <a href="collision-cylinder.html">Collision Cylinder</a> – for something like a Trigger, this sets the "listening" area. See <a href="actor-collision.html">Actor/Collision</a>.</dd><dt>Display</dt><dd>Things relating to the actor's display. Skin textures and sizes of models, for example. See <a href="actor-display.html">Actor/Display</a>.</dd><dt>Events</dt><dd>Holds just two properties, which determine how what actors trigger and what they are triggered by. See <a href="event.html">Event</a> for an overview, and <a href="actor-events.html">Actor/Events</a> for technicals.</dd><dt>Filter</dt><dd>Determines under what cicumstances the actor should appear (eg single player, net game, etc ). See Actor/Filter<a href="http://wiki.beyondunreal.com/wiki?action=edit&id=Actor/Filter&referrerid=Actor_Overview">?</a>.</dd><dt>Lighting, LightColor</dt><dd>These two groups set the light-emitting properties of the actor. This includes light colour, brightness, effects and fog. See <a href="actor-lighting.html">Actor/Lighting</a>.</dd><dt>Movement</dt><dd>Holds things like rotation, but also an actor's location. See <a href="actor-movement.html">Actor/Movement</a>.</dd><dt>Networking</dt><dd>See Actor/Networking<a href="http://wiki.beyondunreal.com/wiki?action=edit&id=Actor/Networking&referrerid=Actor_Overview">?</a>.</dd><dt>Object</dt><dd>The actor's name and class, which aren't editable, and its <a href="initialstate.html">InitialState</a> property.</dd><dt>Sound</dt><dd>Sets properties for the actor's ambient sound. See <a href="actor-sound.html">Actor/Sound</a>.</dd></dl>
<h2><a name="0.7"></a>Related Topics</h2>
<ul><li>Reference for the <a href="unrealed-3.html">UnrealEd Interface</a></li>
<li><a href="toolbar.html">Toolbar</a> reference</li>
<li><a href="actor-properties-window.html">Actor Properties Window</a></li>
<li><a href="category-tutorial.html">Category Tutorial</a></li>
</ul>
<hr class="thin"><p><a href="category-mapping.html">Category Mapping</a></p>
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<a href="http://wiki.beyondunreal.com/wiki?action=edit&id=Actor_Overview">Edit text of this page</a> | <a href="http://wiki.beyondunreal.com/wiki?action=history&id=Actor_Overview">View other revisions</a><br>Last edited September 17, 2005 5:33 <a href="http://wiki.beyondunreal.com/wiki?action=browse&diff=1&id=Actor_Overview">(diff)</a><br>Search: <input type="text" name="search" size="20" /><input type="hidden" name="dosearch" value="1" /><br><br><small><a href="http://wiki.beyondunreal.com/wiki/Actor_Overview">Original page</a> – copy created Sat, Jun 23, 2007</small><div></div>
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