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<h1 class='pagetitle'><a href="actor.html">Actor</a>/<a href="http://wiki.beyondunreal.com/wiki?back=Actor/Properties">Properties</a></h1>
<div class="wiki"><div class="classpath"><img src="shared//gameicons/icon-ut2004.png"> <a href="unreal-tournament-2004.html">UT2004</a> :: <a href="object.html">Object</a> >> <a href="actor.html">Actor</a> (Property Group: None)<br></div>
<p>These are the so-called <em class="em2">hidden variables</em>. They can't be accessed in the <a href="actor-properties-window.html">Actor Properties Window</a> (but see that page for ways to work around this).</p>
<dl><dt>vector Acceleration</dt><dd>For physics types that move the actor based on its <a href="actor-movement.html">Velocity</a>, the Acceleration is constantly applied.</dd><dt>float AccumKarmaAngleError</dt><dd></dd><dt>ActorRenderDataPtr ActorRenderData (const native)</dt><dd></dd><dt>array<<a href="actor.html">Actor</a>> Attached (const)</dt><dd>Array of actors attached to this actor.</dd><dt>name AttachmentBone (const)</dt><dd>Name of bone to which actor is attached (if attached to center of base.</dd><dt>bool bAlreadyPrecachedMaterials</dt><dd></dd><dt>bool bAlreadyPrecachedMeshes</dt><dd></dd><dt>bool bAlwaysRelevant</dt><dd>Always relevant for network.</dd><dt>bool bAlwaysTick (const)</dt><dd>Update even when players-only.</dd><dt>bool bAlwaysZeroBoneOffset</dt><dd>If true, offset always zero when attached to skeletalmesh.</dd><dt>bool bAnimByOwner</dt><dd>Animation dictated by owner.</dd><dt><a href="actor.html">Actor</a> Base (const)</dt><dd>Actor we're standing on.</dd><dt>bool bBadStateCode</dt><dd>Used for recovering from illegal state transitions (hack)</dd><dt>bool bBlockPlayers</dt><dd>OBSOLETE - no longer used</dd><dt>bool bBlockProjectiles</dt><dd></dd><dt>bool bBlocksTeleport</dt><dd></dd><dt>bool bCanBeDamaged</dt><dd>Can take damage.</dd><dt>bool bClientAnim</dt><dd>Don't replicate any animations - animation done client-side.</dd><dt>bool bClientAuthoritative (const)</dt><dd>Remains ROLE_Authority on client (only valid for bStatic or bNoDelete actors).</dd><dt>bool bClientDemoNetFunc (const)</dt><dd>True if we're client-side demo recording and this call originated from the remote.</dd><dt>bool bClientDemoRecording (const)</dt><dd>True we are currently recording a client-side demo.</dd><dt>bool bClientTrigger</dt><dd>replicated property used to trigger client side ClientTrigger() event.</dd><dt>bool bCollideWorld</dt><dd>Collides with the world.</dd><dt>bool bCompressedPosition</dt><dd>Used by networking code to flag compressed position replication.</dd><dt>bool bDeleteMe (const)</dt><dd>About to be deleted.</dd><dt>bool bDemoOwner (const)</dt><dd>Demo recording driver owns this actor.</dd><dt>bool bDemoRecording (const)</dt><dd>True we are currently demo recording.</dd><dt>bool bDestroyInPainVolume</dt><dd>Destroy this actor if it enters a pain volume.</dd><dt>bool bDetailAttachment (const)</dt><dd>If actor is attached to Karma object, only move once a frame regardless of timestep subdivision. Only valid when <a href="actor-collision.html">bCollideActors</a> is false.</dd><dt>bool bDisturbFluidSurface</dt><dd>Cause ripples when in contact with FluidSurface.</dd><dt>bool bDramaticLighting</dt><dd></dd><dt>bool bEdSnap</dt><dd>Should snap to grid in UnrealEd.</dd><dt>bool bForceSkelUpdate</dt><dd>Update skeleton (and attached actor positions) even if not rendered.</dd><dt>bool bHurtEntry</dt><dd>Keep HurtRadius from being reentrant,</dd><dt>bool bIgnoreOutOfWorld</dt><dd>Don't destroy if enters zone zero.</dd><dt>bool bIgnoreVehicles</dt><dd>Ignore collisions between vehicles and this actor (only relevant if <code>bIgnoreEncroachers</code> is false).</dd><dt>bool bInterpolating</dt><dd>Performing interpolating.</dd><dt>bool bJustTeleported (const)</dt><dd>Used by engine physics - not valid for scripts.</dd><dt>bool bLightChanged</dt><dd>Recalculate this light's lighting now.</dd><dt>bool bNetDirty (transient const)</dt><dd>Set when any attribute is assigned a value in unrealscript,</dd><dt>bool bNetInitial (const)</dt><dd>Initial network update.</dd><dt>bool bNetInitialRotation (const)</dt><dd>Should replicate initial rotation.</dd><dt>bool bNetNotify</dt><dd>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.</dd><dt>bool bNetOwner (const)</dt><dd>Player owns this actor.</dd><dt>bool bNetRelevant (const)</dt><dd>Actor is currently relevant. Only valid server side, only when replicating variables.</dd><dt>bool bNetTemporary (const)</dt><dd>Tear-off simulation in network play.</dd><dt>bool bNoRepMesh</dt><dd>Don't replicate mesh.</dd><dt>bool bNotifyLocalPlayerTeamReceived</dt><dd>Wants <code>NotifyLocalPlayerTeamReceived()</code></dd><dt>bool bNotOnDedServer</dt><dd>Destroy if on dedicated server and <code>RemoteRole== ROLE_None</code> (emitters, etc.)</dd><dt>bool bObsolete</dt><dd>Actor is obsolete - warn level designers to remove it.</dd><dt>bool bOnlyAffectPawns (const)</dt><dd>Optimisation - only test overlap against <a href="pawn.html">Pawn</a>s. Used for influences etc.</dd><dt>bool bOnlyDirtyReplication</dt><dd>If true, only replicate actor if <code>bNetDirty</code> is true - useful if no C++ changed attributes (such as physics)<br /></dd><dt>bool bOnlyDrawIfAttached</dt><dd>Don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched).</dd><dt>bool bOnlyOwnerSee</dt><dd>Only owner can see this actor.</dd><dt>bool bOnlyRelevantToOwner</dt><dd>This actor is only relevant to its owner.</dd><dt>bool bOrientOnSlope</dt><dd>When landing, orient base on slope of floor.</dd><dt>bool bOwnerNoSee</dt><dd>Everything but the owner can see this actor.</dd><dt>bool bPathTemp (transient)</dt><dd>Internal/path building.</dd><dt>bool bPendingDelete</dt><dd>Set when actor is about to be deleted (since endstate and other functions called during deletion process before <code>bDeleteMe</code> is set).</dd><dt>bool bRepClientDemo (const)</dt><dd>True if remote client is recording demo.</dd><dt>bool bReplicateAnimations</dt><dd>Should replicate SimAnim.</dd><dt>bool bReplicateInstigator</dt><dd>Replicate instigator to client (used by bNetTemporary projectiles).</dd><dt>bool bReplicateMovement</dt><dd>If true, replicate movement/location related properties.</dd><dt>Model<a href="http://wiki.beyondunreal.com/wiki?action=edit&id=Model&referrerid=Actor/Properties">?</a> Brush (const export)</dt><dd>Used by <a href="brush.html">Brush</a> subclass actors with <code>DrawType=DT_Brush</code>. The Model object is the actual shape of the brush.</dd><dt>bool bScriptInitialized</dt><dd>Set to prevent re-initializing of actors spawned during level startup</dd><dt>bool bSelected (const)</dt><dd>Selected in UnrealEd.</dd><dt>bool bShouldStopKarma (transient const)</dt><dd></dd><dt>bool bShowOctreeNodes</dt><dd></dd><dt>bool bSkipActorPropertyReplication</dt><dd>f true, don't replicate actor class variables for this actor.</dd><dt>bool bSmoothKarmaStateUpdates</dt><dd>When true, karma state updates will be smoothly interpolated.</dd><dt>bool bStatic (const)</dt><dd>Does not move or change over time. Level designers should not change this, it will screw up net play.</dd><dt>bool bTearOff</dt><dd>If true, this actor is no longer replicated to new clients, and is "torn off" (becomes a <code>ROLE_Authority</code>) on clients to which it was being replicated.</dd><dt>bool bTempEditor</dt><dd></dd><dt>bool bTicked (transient const)</dt><dd>Actor has been updated.</dd><dt>bool bTimerLoop</dt><dd>Timer loops (else is one-shot).</dd><dt>bool bTraceWater</dt><dd>If true, <code>trace()</code> by this actor returns collisions with water volumes.</dd><dt>bool bTrailerAllowRotation</dt><dd>If <code>PHYS_Trailer</code> and want independent rotation control.</dd><dt>bool bTrailerPrePivot</dt><dd>If <code>PHYS_Trailer</code> and true, offset from owner by <code>PrePivot</code>.</dd><dt>bool bTrailerSameRotation</dt><dd>If <code>PHYS_Trailer</code> and true, have same rotation as owner.</dd><dt>bool bTravel</dt><dd>Actor is capable of travelling among servers.</dd><dt>bool bUpdateSimulatedPosition</dt><dd>f true, update velocity/location after initialization for simulated proxies.</dd><dt>bool bUseCollisionStaticMesh</dt><dd></dd><dt>bool bWasSNFiltered</dt><dd>Mainly for debugging - the way this actor was inserted into Octree.</dd><dt>bool bWorldGeometry</dt><dd>Collision and Physics treats this actor as world geometry.</dd><dt>Matrix CachedLocalToWorld</dt><dd></dd><dt>vector CachedLocation (const)</dt><dd></dd><dt>rotator CachedRotation (const)</dt><dd></dd><dt>int CollisionTag (const native)</dt><dd></dd><dt>vector ColLocation (const)</dt><dd>Actor's old location one move ago. Only for debugging.</dd><dt><a href="actor.html">Actor</a> Deleted (const)</dt><dd>Next actor in just-deleted chain. (not accessible through UnrealScript)</dd><dt>float FluidSurfaceShootStrengthMod</dt><dd>If <code>bDisturbFluidSurface== true</code>, FluidSurface's ShootStrength is multiplied by this before doing the ripples.</dd><dt>Matrix HardRelMatrix (const)</dt><dd>Transform of actor in base's ref frame. Doesn't change after SetBase.</dd><dt><a href="material.html">Material</a> HighDetailOverlay</dt><dd>If high detail mode, use this overlay when no other overlay is active.</dd><dt><a href="pawn.html">Pawn</a> Instigator</dt><dd>Pawn responsible for damage caused by this actor.</dd><dt><a href="inventory.html">Inventory</a> Inventory</dt><dd>This actor's Inventory chain. Usually used by <a href="pawn.html">Pawn</a>s to store the player's inventory and by the <a href="inventory.html">Inventory</a> class itself to build the linked list of inventory items.</dd><dt>int JoinedTag (const transient)</dt><dd></dd><dt>int KStepTag (const native)</dt><dd></dd><dt>float LastRenderTime (transient)</dt><dd>Last time this actor was rendered.</dd><dt>float LatentFloat (const)</dt><dd>Internal latent function use.</dd><dt>array<int> Leaves (transient)</dt><dd>BSP leaves this actor is in.</dd><dt>LevelInfo Level (const)</dt><dd>Level this actor is on.</dd><dt>LightRenderDataPtr LightRenderData (const native)</dt><dd></dd><dt>MeshInstance<a href="http://wiki.beyondunreal.com/wiki?action=edit&id=MeshInstance&referrerid=Actor/Properties">?</a> MeshInstance (transient)</dt><dd>Mesh instance.</dd><dt>class<<a href="localmessage.html">LocalMessage</a>> MessageClass</dt><dd>A LocalMessage class associated with this actor.</dd><dt>float NetPriority</dt><dd>Higher priorities means update it more frequently.</dd><dt>int NetTag (const transient)</dt><dd></dd><dt>float NetUpdateFrequency</dt><dd>How many net updates per seconds.</dd><dt>float NetUpdateTime</dt><dd>Time of last update</dd><dt>Box OctreeBox (const transient)</dt><dd>Actor bounding box cached when added to Octree. Internal use only.</dd><dt>vector OctreeBoxCenter (const transient)</dt><dd></dd><dt>vector OctreeBoxRadii (const transient)</dt><dd></dd><dt>array<pointer> OctreeNodes (const transient)</dt><dd>Array of nodes of the octree Actor is currently in. Internal use only.</dd><dt><a href="actor.html">Actor</a> Owner</dt><dd>Owner actor.</dd><dt><a href="actor.html">Actor</a> PendingTouch</dt><dd>Actor touched during move which wants to add an effect after the movement completes.</dd><dt><a href="physicsvolume.html">PhysicsVolume</a> PhysicsVolume (const)</dt><dd>physics volume this actor is currently in.</dd><dt>array<ProjectorRenderInfoPtr> Projectors (const native)</dt><dd>Projected textures on this actor.</dd><dt>PointRegion Region (const)</dt><dd>A struct describing the region this actor is in. Oly one property in this struct is commonly used: <tt>Region.Zone</tt> references the <a href="zoneinfo.html">ZoneInfo</a> of the <a href="zone.html">zone</a> containing the actor. </dd><dt>vector RelativeLocation (const)</dt><dd>Location relative to base/bone (valid if base exists).</dd><dt>rotator RelativeRotation (const)</dt><dd>Rotation relative to base/bone (valid if base exists).</dd><dt>ENetRole RemoteRole</dt><dd>Remote network role. See <a href="role.html">Role</a>.</dd><dt>int RenderRevision (const native)</dt><dd></dd><dt><a href="material.html">Material</a> RepSkin</dt><dd>Replicated skin (sets Skins[0] if not none)</dd><dt>ENetRole Role</dt><dd>Local network role. See <a href="role.html">Role</a>.</dd><dt>AnimRep SimAnim</dt><dd>Only replicated if <code>bReplicateAnimations</code> is true</dd><dt>EFilterState StaticFilterState</dt><dd></dd><dt>StaticMeshInstance<a href="http://wiki.beyondunreal.com/wiki?action=edit&id=StaticMeshInstance&referrerid=Actor/Properties">?</a> StaticMeshInstance</dt><dd>Contains per-instance static mesh data, like static lighting data.</dd><dt>array<StaticMeshProjectorRenderInfoPtr> StaticMeshProjectors (const native)</dt><dd></dd><dt>array<BatchReference> StaticSectionBatches (const, native)</dt><dd></dd><dt>float TimerCounter (const)</dt><dd>Counts up until it reaches TimerRate.</dd><dt>float TimerRate</dt><dd>Timer event, 0=no timer.</dd><dt>array<<a href="actor.html">Actor</a>> Touching (const)</dt><dd>List of touching actors.</dd><dt>Level<a href="http://wiki.beyondunreal.com/wiki?action=edit&id=Level&referrerid=Actor/Properties">?</a> XLevel (transient const)</dt><dd>The Level object. (not to be confused with the <a href="levelinfo.html">LevelInfo</a> actor accessible through the <tt>Level</tt> property.</dd></dl>
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<a href="http://wiki.beyondunreal.com/wiki?action=edit&id=Actor/Properties">Edit text of this page</a> | <a href="http://wiki.beyondunreal.com/wiki?action=history&id=Actor/Properties">View other revisions</a><br>Last edited June 3, 2006 13:56 <a href="http://wiki.beyondunreal.com/wiki?action=browse&diff=1&id=Actor/Properties">(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/Properties">Original page</a> – copy created Sat, Jun 23, 2007</small><div></div>
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