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Actor

Class in Engine · Engine.Actor · abstract, native

Object › Actor

Subclasses: ApexDestructibleActor, Brush, Camera, CameraActor, Controller, CrowdAgentBase, CrowdPopulationManagerBase, DecalActorBase, DecalManager, DroppedPickup, DynamicSMActor, Emitter, EmitterPool, FluidInfluenceActor, FluidSurfaceActor, FracturedStaticMeshActor, FractureManager, GameCrowdInteractionPoint, GameCrowdReplicationActor, GameCrowdSpawnRelativeActor, GameExplosionActor, H7AdventureConfiguration, H7AiAdventureMap, H7AiCombatMap, H7AiPatrolController, H7AKAmbientNode, H7AkEventActorDummy, H7APRColorMapping, H7BaseGameController, H7BasePathPreviewer, H7CameraAction, H7CameraActionController, H7CombatConfiguration, H7CombatMapStatusBarController, H7ControllerManager, H7CouncilManager, H7CouncilMapManager, H7CouncilMapping, H7CoverManager, H7CreatureAnimControl, H7CreatureStackBaseMover, H7CreatureStackMovementControl, H7CreatureStackPlateController, H7EditorAdventureGridManager, H7EditorMapGrid, H7EvokeFX, H7FCTController, H7FCTMappingProperties, H7Flag, H7FOWController, H7HeroAnimControl, H7MainMenuConfiguration, H7Player, H7PostprocessManager, H7RMGInGameGenerator, H7ScriptingController, H7SoundManager, H7SynchRNG, H7TextureLoader, H7TransitionActor, H7UnitFX, H7UnrealObjectCellMarker, H7USSProjectile, H7WarUnitAnimControl, H7Wave, HUD, ImageReflection, ImageReflectionShadowPlane, Info, InstancedFoliageActor, Inventory, InventoryManager, KAsset, Keypoint, LandscapeGizmoActor, LensFlareSource, Light, MaterialInstanceActor, MaterialInstanceTimeVaryingActor, MatineeActor, NavigationPoint, NavMeshObstacle, Note, NxForceField, NxForceFieldSpawnable, ParticleEventManager, Pawn, PrefabInstance, Projectile, PylonSeed, RadialBlurActor, RigidBodyBase, SceneCaptureActor, SkeletalMeshActor, SpeedTreeActor, SplineActor, StaticMeshActorBase, StaticMeshActorBasedOnExtremeContent, Trigger, WorldAttractor

Using it from Lua
h7.find_all("Actor")            -- live instances
h7.find_class("Engine.Actor")   -- the class
h7.hook("Engine.Actor.ActivateEventClass", fn)

Constants

NameValue
ACTORMAXSTEPHEIGHT35.0
MINFLOORZ0.7
RB_NeedsUpdate0x01
RB_None0x00
RB_Sleeping0x02
RBSTATE_ANGVELSCALE1000.0
RBSTATE_LINVELSCALE10.0
REP_RBLOCATION_ERROR_TOLERANCE_SQ16.0f
TRACEFLAG_Blocking8
TRACEFLAG_Bullet1
TRACEFLAG_ForceController16
TRACEFLAG_PhysicsVolumes2
TRACEFLAG_SkipMovers4

Enums

EActorMetricsType

METRICS_VERTS = 0, METRICS_TRIS = 1, METRICS_SECTIONS = 2

ECollisionType

Values not available (native enum); read them with h7.enum("ECollisionType").

EDoubleClickDir

DCLICK_None = 0, DCLICK_Left = 1, DCLICK_Right = 2, DCLICK_Forward = 3, DCLICK_Back = 4, DCLICK_Active = 5, DCLICK_Done = 6

EMoveDir

MD_Stationary = 0, MD_Forward = 1, MD_Backward = 2, MD_Left = 3, MD_Right = 4, MD_Up = 5, MD_Down = 6

ENetRole

ROLE_None = 0, ROLE_SimulatedProxy = 1, ROLE_AutonomousProxy = 2, ROLE_Authority = 3

EPhysics

Values not available (native enum); read them with h7.enum("EPhysics").

ETravelType

TRAVEL_Absolute = 0, TRAVEL_Partial = 1, TRAVEL_Relative = 2

Structs

ActorReference

FieldType
ActorActor
Guidguid

AnimSlotDesc

FieldType
SlotNamename
NumChannelsint

AnimSlotInfo

FieldType
SlotNamename
ChannelWeightsarray

BasedPosition

FieldType
BaseActor
PositionVector
CachedBaseLocationVector
CachedBaseRotationRotator
CachedTransPositionVector

CollisionImpactData

FieldType
ContactInfosarray<RigidBodyContactInfo>
TotalNormalForceVectorvector
TotalFrictionForceVectorvector

ImpactInfo

FieldType
HitActorActor
HitLocationvector
HitNormalvector
RayDirvector
StartTracevector
HitInfoTraceHitInfo

NavReference

FieldType
NavNavigationPoint
Guidguid

PhysEffectInfo

FieldType
Thresholdfloat
ReFireDelayfloat
EffectParticleSystem
SoundSoundCue

RigidBodyContactInfo

FieldType
ContactPositionvector
ContactNormalvector
ContactPenetrationfloat
ContactVelocityvector[2]
PhysMaterialPhysicalMaterial[2]

RigidBodyState

FieldType
Positionvector
QuaternionQuat
LinVelvector
AngVelvector
bNewDatabyte

TimerData

FieldType
bLoopbool
bPausedbool
FuncNameName
Ratefloat
Countfloat
TimerTimeDilationfloat
TimerObjObject
Defaults
TimerTimeDilation=1.0f

TraceHitInfo

FieldType
MaterialMaterial
PhysMaterialPhysicalMaterial
Itemint
LevelIndexint
BoneNamename
HitComponentPrimitiveComponent

Properties

NameTypeNotes
Accelerationvector
AllComponentsarray<ActorComponent>const, transient, private
AngularVelocityvectorconst, transient
Attachedarray<Actor>const
bAllowFluidSurfaceInteractionbool
bAlwaysEncroachCheckbool
bAlwaysRelevantbool
bAlwaysTickboolconst
BaseActorconst
BaseBoneNamename
BaseSkelComponentSkeletalMeshComponent
bBlockActorsbool
bBlocksNavigationbool
bBlocksTeleportbool
bBouncebool
bCallRigidBodyWakeEventsbool
bCanBeAdheredTobool
bCanBeDamagedbool
bCanBeFrictionedTobool
bCanStepUpOnbool
bCanTeleportbool
bCollideActorsboolconst
bCollideAsEncroacherbool
bCollideComplexbool
bCollideWhenPlacingbool
bCollideWorldbool
bComponentOutsideWorldboolconst, transient
bConsiderAllStaticMeshComponentsForStreamingbool
bDebugbool
bDebugEffectIsRelevantbool
bDeleteMeboolconst
bDemoOwnerbool
bDemoRecordingbooltransient
bDestroyedByInterpActorbool
bDestroyInPainVolumebool
bEditableboolconst
bEdShouldSnapbool
bEnableMobileTouchbool
bExchangedRolesboolconst
bForceAllowKismetModificationboolconst
bForceDemoRelevantbool
bForceNetUpdatebooltransient
bForceOctreeMNFilterbool
bForceOctreeSNFilterbool
bGameRelevantbool
bHardAttachboolconst
bHasAlternateTargetLocationbool
bHiddenboolconst
bHiddenEdboolconst
bHiddenEdCustomboolconst
bHiddenEdGroupboolconst
bHiddenEdLayerboolconst
bHiddenEdLevelbooltransient
bHiddenEdScenebooltransient
bHiddenEdTemporarybooltransient
bHurtEntrybool
bIgnoreBaseRotationbool
bIgnoreEncroachersboolconst
bIgnoreRigidBodyPawnsbool
bIsErroredboolno declaration: type is approximate
bIsMovingboolconst
bJustTeleportedboolconst
bKillDuringLevelTransitionbool
bLockLocationbool
BlockRigidBodyboolconst, transient
bMovableboolconst
bMoveIgnoresDestructionbool
bNetDirtybooltransient
bNetInitialboolconst
bNetInitialRotationboolconst
bNetOwnerboolconst
bNetTemporaryboolconst
bNoDeleteboolconst
bNoEncroachCheckbool
bOnlyDirtyReplicationbool
bOnlyOwnerSeeboolconst
bOnlyRelevantToOwnerboolconst
bOrientOnSlopebool
bPathCollidingbool
bPathTempbooltransient
bPendingDeletebool
bPendingNetUpdateboolconst, transient
bPhysRigidBodyOutOfWorldCheckbool
bPostRenderIfNotVisiblebool
bProjectileMoveSingleBlockingbool
bProjTargetbool
bPushedByEncroachersbool
bReplicateInstigatorbool
bReplicateMovementbool
bReplicateRigidBodyLocationbool
bRigidBodyWasAwakeboolconst, transient
bRouteBeginPlayEvenIfStaticboolconst
bScriptInitializedbool
bShadowParentedbool
bShouldBaseAtStartupbool
bSkipActorPropertyReplicationbool
bSkipAttachedMovesbool
bStaticboolconst
bTearOffbool
bTempEditorboolconst, transient
bTickedboolconst, transient
bTickIsDisabledboolconst
bUpdateSimulatedPositionbool
bWorldGeometrybool
Childrenarray<Actor>const, transient
CollisionComponentPrimitiveComponenteditconst
CollisionTypebyteno declaration: type is approximate
Componentsarray<ActorComponent>const, private
CreationTimefloatconst
CustomTimeDilationfloat
DetachFenceRenderCommandFenceconst, native, private
DrawScalefloatconst, repnotify
DrawScale3Dvectorconst
ECollisionTypeenumconst, transient
EditorIconColorColor
EPhysicsenumconst
GeneratedEventsarray<SequenceEvent>const
Groupname
HiddenEditorViewsqwordtransient
InitialStatename
InstigatorPawn
LastNetUpdateTimefloatconst, transient
LastRenderTimefloattransient
LatentActionsarray<SeqAct_Latent>
LatentFloatfloatconst
LatentSeqNodeAnimNodeSequenceconst
Layername
LifeSpanfloat
Locationvectorconst
MessageClassclass<LocalMessage>
NetPriorityfloat
NetTagintconst, transient
NetUpdateFrequencyfloat
NetUpdateTimefloatconst
OverlapTagintnative
OwnerActorconst
PendingTouchActor
Physicsbyteno declaration: type is approximate
PhysicsVolumePhysicsVolumeconst, transient
PrePivotvectorconst
RelativeLocationvectorconst
RelativeRotationrotatorconst
RemoteRoleENetRole
ReplicatedCollisionTypeECollisionTypetransient
RoleENetRole
Rotationrotatorconst
RotationRaterotator
SkelMeshCompTickTagintconst, transient
SupportedEventsarraySequenceEvent>>const
Tagname
TickGroupETickingGroupconst
Timersarray<TimerData>const
TimeSinceLastTickfloat
Touchingarray<Actor>const, transient
Velocityvector
WorldInfoWorldInfoconst, transient

Functions

NameDeclaration
ActivateEventClassfinal simulated function bool ActivateEventClass(class<SequenceEvent> InClass, Actor InInstigator, const out array<SequenceEvent> EventList, optional const out array ActivateIndices, optional bool bTest, optional out array<SequenceEvent> ActivatedEvents)
ActivateOcclusionfunction ActivateOcclusion(bool bInActivate) (no declaration: types are approximate)
ActorEffectIsRelevantsimulated function bool ActorEffectIsRelevant(Pawn EffectInstigator, bool bForceDedicated, optional float VisibleCullDistance = 5000.0, optional float HiddenCullDistance = 350.0)
AllActorsfinal native iterator function AllActors(class<actor> BaseClass, out actor Actor, optional class InterfaceClass)
AllOwnedComponentsfinal native iterator function AllOwnedComponents(class<Component> BaseClass, out ActorComponent OutComponent)
AnimTreeUpdatedsimulated event AnimTreeUpdated(SkeletalMeshComponent SkelMesh)
ApplyFluidSurfaceImpactsimulated function ApplyFluidSurfaceImpact(FluidSurfaceActor Fluid, vector HitLocation)
Attachevent Attach(Actor Other)
AttachComponentfinal native function AttachComponent(ActorComponent NewComponent)
AutonomousPhysicsfinal native function AutonomousPhysics(float DeltaSeconds)
BaseChangeevent BaseChange()
BasedActorsfinal native iterator function BasedActors(class<actor> BaseClass, out actor Actor)
BecomeViewTargetevent BecomeViewTarget(PlayerController PC)
BeginAnimControlevent BeginAnimControl(InterpGroup InInterpGroup)
BP2Vectstatic final native function Vector BP2Vect(BasedPosition BP)
BroadcastLocalizedMessageevent BroadcastLocalizedMessage(class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
BroadcastLocalizedTeamMessageevent BroadcastLocalizedTeamMessage(int TeamIndex, class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
Bumpevent Bump(Actor Other, PrimitiveComponent OtherComp, Vector HitNormal)
CalcCamerasimulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)
CalculateMinSpeedTrajectoryfinal native function bool CalculateMinSpeedTrajectory(out vector out_Velocity, vector End, vector Start, float MaxTossSpeed, float MinTossSpeed, optional vector CollisionSize, optional float TerminalVelocity, optional float GravityZ = GetGravityZ(), optional bool bOnlyTraceUp)
CanActorPlayFaceFXAnimsimulated function bool CanActorPlayFaceFXAnim()
CanSplashsimulated function bool CanSplash()
ChartDatafinal native function ChartData(string DataName, float DataValue)
CheckForErrorsfunction bool CheckForErrors()
CheckHitInfofinal simulated function CheckHitInfo(out TraceHitInfo HitInfo, PrimitiveComponent FallBackComponent, Vector Dir, out Vector out_HitLocation)
ChildActorsfinal native iterator function ChildActors(class<actor> BaseClass, out actor Actor)
ClampRotationfinal native simulated function bool ClampRotation(out Rotator out_Rot, Rotator rBase, Rotator rUpperLimits, Rotator rLowerLimits)
ClearAllTimersfinal native function ClearAllTimers(optional Object inObj)
ClearLatentActionfinal simulated function ClearLatentAction(class<SeqAct_Latent> actionClass, optional bool bAborted, optional SeqAct_Latent exceptionAction)
ClearTimerfinal native function ClearTimer(optional Name inTimerFunc = 'Timer', optional Object inObj)
Clockfinal native function Clock(out float time)
CollidingActorsfinal native iterator function CollidingActors(class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bUseOverlapCheck, optional class InterfaceClass, optional out TraceHitInfo HitInfo)
CollisionChangedevent CollisionChanged()
ComponentListfinal native iterator function ComponentList(class<ActorComponent> BaseClass, out ActorComponent out_Component)
ConsoleCommandnative function string ConsoleCommand(string Command, optional bool bWriteToLog = true)
ConstraintBrokenNotifysimulated event ConstraintBrokenNotify(Actor ConOwner, RB_ConstraintSetup ConSetup, RB_ConstraintInstance ConInstance)
ContainsPointfinal native function bool ContainsPoint(vector Spot)
CreateAudioComponentfinal native function AudioComponent CreateAudioComponent(SoundCue InSoundCue, optional bool bPlay, optional bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation, optional bool bAttachToSelf = true)
CreateForceFieldevent bool CreateForceField(const AnimNotify_Forcefield AnimNotifyData)
DebugFreezeGameevent DebugFreezeGame(optional Actor ActorToLookAt)
DebugMessagePlayerfinal event DebugMessagePlayer(coerce String Msg)
Destroyfinal native function bool Destroy()
Destroyedevent Destroyed()
Detachevent Detach(Actor Other)
DetachComponentfinal native function DetachComponent(ActorComponent ExComponent)
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
DoKismetAttachmentfunction DoKismetAttachment(Actor Attachment, SeqAct_AttachToActor Action)
DrawDebugBoxstatic final native function DrawDebugBox(vector Center, vector Extent, byte R, byte G, byte B, optional bool bPersistentLines)
DrawDebugConestatic final native function DrawDebugCone(Vector Origin, Vector Direction, FLOAT Length, FLOAT AngleWidth, FLOAT AngleHeight, INT NumSides, Color DrawColor, optional bool bPersistentLines)
DrawDebugCoordinateSystemstatic final native function DrawDebugCoordinateSystem(vector AxisLoc, Rotator AxisRot, float Scale, optional bool bPersistentLines)
DrawDebugCylinderstatic final native function DrawDebugCylinder(vector Start, vector End, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines)
DrawDebugFrustrumstatic final native function DrawDebugFrustrum(const out Matrix FrustumToWorld, byte R, byte G, byte B, optional bool bPersistentLines)
DrawDebugLinestatic final native function DrawDebugLine(vector LineStart, vector LineEnd, byte R, byte G, byte B, optional bool bPersistentLines)
DrawDebugPointstatic final native function DrawDebugPoint(vector Position, float Size, LinearColor PointColor, optional bool bPersistentLines)
DrawDebugSpherestatic final native function DrawDebugSphere(vector Center, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines)
DrawDebugStarstatic final native function DrawDebugStar(vector Position, float Size, byte R, byte G, byte B, optional bool bPersistentLines)
DrawDebugStringstatic final native function DrawDebugString(vector TextLocation, coerce string Text, optional Actor TestBaseActor, optional color TextColor, optional float Duration = -1.f)
DynamicActorsfinal native iterator function DynamicActors(class<actor> BaseClass, out actor Actor, optional class InterfaceClass)
EffectIsRelevantsimulated function bool EffectIsRelevant(vector SpawnLocation, bool bForceDedicated, optional float VisibleCullDistance = 5000.0, optional float HiddenCullDistance = 350.0)
EncroachedByevent EncroachedBy(actor Other)
EncroachingOnevent bool EncroachingOn(Actor Other)
EndViewTargetevent EndViewTarget(PlayerController PC)
Fallingevent Falling()
FastTracefinal native function bool FastTrace(vector TraceEnd, optional vector TraceStart, optional vector BoxExtent, optional bool bTraceBullet)
FellOutOfWorldsimulated event FellOutOfWorld(class<DamageType> dmgType)
FindBasenative function FindBase()
FindEventsOfClassfinal simulated function bool FindEventsOfClass(class<SequenceEvent> EventClass, optional out array<SequenceEvent> out_EventList, optional bool bIncludeDisabled)
FindGoodEndViewsimulated function FindGoodEndView(PlayerController PC, out Rotator GoodRotation)
FindSpotfinal native function bool FindSpot(vector BoxExtent, out vector SpotLocation)
FinishAnimfinal native latent function FinishAnim(AnimNodeSequence SeqNode, optional bool bFinishOnBlendOut)
FinishAnimControlevent FinishAnimControl(InterpGroup InInterpGroup)
fixedTurnfinal native function int fixedTurn(int Current, int Desired, int DeltaRate)
FlushDebugStringsstatic final native function exec FlushDebugStrings()
FlushPersistentDebugLinesstatic final native function FlushPersistentDebugLines()
ForceNetRelevantevent ForceNetRelevant()
ForceUpdateComponentsnative function ForceUpdateComponents(optional bool bCollisionUpdate = FALSE, optional bool bTransformOnly = TRUE)
GainedChildevent GainedChild(Actor Other)
GetActorEyesViewPointsimulated event GetActorEyesViewPoint(out vector out_Location, out Rotator out_Rotation)
GetActorFaceFXAssetevent FaceFXAsset GetActorFaceFXAsset()
GetActorMetricsnative simulated function int GetActorMetrics(EActorMetricsType MetricsType)
GetActorSpriteComponentnative function SpriteComponent GetActorSpriteComponent()
GetAggregateBaseVelocityfinal native function Vector GetAggregateBaseVelocity(optional Actor TestBase)
GetAimAdhesionExtentsimulated function GetAimAdhesionExtent(out float Width, out float Height, out vector Center)
GetAimFrictionExtentsimulated function GetAimFrictionExtent(out float Width, out float Height, out vector Center)
GetALocalPlayerControllerfinal native function PlayerController GetALocalPlayerController()
GetAnimTrailParticleSystemnative function ParticleSystem GetAnimTrailParticleSystem(const AnimNotify_Trails AnimNotifyData)
GetAvoidanceVectorfinal native function vector GetAvoidanceVector(const out array<Actor> Obstacles, vector GoalLocation, float CollisionRadius, float MaxSpeed, optional int NumSamples = 8, optional float VelocityStepRate = 0.1f, optional float MaxTimeTilOverlap = 1.f)
GetBasedPositionstatic final native function Vector GetBasedPosition(BasedPosition BP)
GetBaseMostnative function Actor GetBaseMost()
GetBoundingCylindernative function GetBoundingCylinder(out float CollisionRadius, out float CollisionHeight)
GetComponentsBoundingBoxfinal native function GetComponentsBoundingBox(out box ActorBox)
GetDebugNamefunction String GetDebugName()
GetDestinationfinal native function vector GetDestination(Controller C)
GetFaceFXAudioComponentsimulated event AudioComponent GetFaceFXAudioComponent()
GetGravityZnative function float GetGravityZ()
GetHumanReadableNamesimulated function String GetHumanReadableName()
GetItemNamesimulated function String GetItemName(string FullName)
GetLocalStringstatic function string GetLocalString(optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
GetPackageGuidstatic final native function Guid GetPackageGuid(name PackageName)
GetPhysicsNamesimulated function String GetPhysicsName()
GetRemainingTimeForTimerfinal simulated function float GetRemainingTimeForTimer(optional name TimerFuncName = 'Timer', optional Object inObj)
GetTargetLocationnative simulated function vector GetTargetLocation(optional actor RequestedBy, optional bool bRequestAlternateLoc)
GetTeamNumnative simulated function byte GetTeamNum()
GetTerminalVelocitynative function float GetTerminalVelocity()
GetTimerCountfinal native function float GetTimerCount(optional Name inTimerFunc = 'Timer', optional Object inObj)
GetTimerRatefinal native function float GetTimerRate(optional name TimerFuncName = 'Timer', optional Object inObj)
GetURLMapfinal native function string GetURLMap()
HealDamageevent bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType)
HitWallevent HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
HurtRadiussimulated function bool HurtRadius(float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, optional Actor IgnoredActor, optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None, optional bool bDoFullDamage)
ImpactEffectIsRelevantsimulated function bool ImpactEffectIsRelevant(Pawn EffectInstigator, vector SpawnLocation, bool bForceDedicated, optional float VisibleCullDistance = 5000.0, optional float HiddenCullDistance = 350.0, optional bool bSkipLOSCheck)
InterpolationChangedsimulated event InterpolationChanged(SeqAct_Interp InterpAction)
InterpolationFinishedsimulated event InterpolationFinished(SeqAct_Interp InterpAction)
InterpolationStartedsimulated event InterpolationStarted(SeqAct_Interp InterpAction, InterpGroupInst GroupInst)
IsActorPlayingFaceFXAnimsimulated function bool IsActorPlayingFaceFXAnim()
IsBasedOnfinal native function bool IsBasedOn(Actor TestActor)
IsBlockedByfinal native function bool IsBlockedBy(const Actor Other)
IsInPainfunction bool IsInPain()
IsInPersistentLevelfinal native function bool IsInPersistentLevel(optional bool bIncludeLevelStreamingPersistent)
IsMobileTouchEnabledfunction bool IsMobileTouchEnabled()
IsOverlappingfinal native function bool IsOverlapping(Actor A)
IsOwnedByfinal native function bool IsOwnedBy(Actor TestActor)
IsPlayerOwnednative simulated function bool IsPlayerOwned()
IsStationaryfunction bool IsStationary()
IsTimerActivefinal native function bool IsTimerActive(optional Name inTimerFunc = 'Timer', optional Object inObj)
KilledByfunction KilledBy(pawn EventInstigator)
Landedevent Landed(vector HitNormal, actor FloorActor)
LocalPlayerControllersfinal native iterator function LocalPlayerControllers(class<PlayerController> BaseClass, out PlayerController PC)
LostChildevent LostChild(Actor Other)
MakeNoisefinal native function MakeNoise(float Loudness, optional Name NoiseType)
MatchStartingfunction MatchStarting()
ModifyHearSoundComponentsimulated event ModifyHearSoundComponent(AudioComponent AC)
ModifyTimerTimeDilationfinal native function ModifyTimerTimeDilation(const name TimerName, const float InTimerTimeDilation, optional Object inObj)
Movefinal native function bool Move(vector Delta)
MoveSmoothfinal native function bool MoveSmooth(vector Delta)
MovingWhichWaynative function EMoveDir MovingWhichWay(out float Amount)
NativePostRenderFornative simulated function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
NotifyLocalPlayerTeamReceivedsimulated function NotifyLocalPlayerTeamReceived()
NotifySkelControlBeyondLimitsimulated event NotifySkelControlBeyondLimit(SkelControlLookAt LookAt)
OnAnimEndevent OnAnimEnd(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
OnAnimPlayevent OnAnimPlay(AnimNodeSequence SeqNode)
OnAttachToActorfunction OnAttachToActor(SeqAct_AttachToActor Action)
OnChangeCollisionfunction OnChangeCollision(SeqAct_ChangeCollision Action)
OnDestroysimulated function OnDestroy(SeqAct_Destroy Action)
OnMobileTouchevent bool OnMobileTouch(PlayerController InPC, Vector2D TouchLocation)
OnModifyHealthsimulated function OnModifyHealth(SeqAct_ModifyHealth Action)
OnRanOverevent OnRanOver(SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex)
OnRigidBodySpringOverextensionsimulated event OnRigidBodySpringOverextension(RB_BodyInstance BodyInstance)
OnSetBlockRigidBodysimulated function OnSetBlockRigidBody(SeqAct_SetBlockRigidBody Action)
OnSetPhysicssimulated function OnSetPhysics(SeqAct_SetPhysics Action)
OnSetVelocitysimulated function OnSetVelocity(SeqAct_SetVelocity Action)
OnSleepRBPhysicsevent OnSleepRBPhysics()
OnTeleportsimulated function OnTeleport(SeqAct_Teleport Action)
OnToggleHiddensimulated function OnToggleHidden(SeqAct_ToggleHidden Action)
OnWakeRBPhysicsevent OnWakeRBPhysics()
OutsideWorldBoundssimulated event OutsideWorldBounds()
OverlappingActorsfinal native iterator function OverlappingActors(class<Actor> BaseClass, out Actor out_Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden)
OverRotatedsimulated event bool OverRotated(out Rotator out_Desired, out Rotator out_Actual)
PauseTimerfinal native function PauseTimer(bool bPause, optional Name inTimerFunc = 'Timer', optional Object inObj)
PawnBaseDiedfunction PawnBaseDied()
PhysicsVolumeChangeevent PhysicsVolumeChange(PhysicsVolume NewVolume)
PlayActorFaceFXAnimevent bool PlayActorFaceFXAnim(FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay)
PlayAkEventfunction PlayAkEvent(Object InSoundCue, struct SoundLocation, bool bNoRepToOwner, bool bNoRepToRelevant, bool bNotReplicated, bool bStopWhenOwnerDestroyed) (no declaration: types are approximate)
PlayerCanSeeMefinal native function bool PlayerCanSeeMe(optional bool bForceLOSCheck)
PlayParticleEffectevent bool PlayParticleEffect(const AnimNotify_PlayParticleEffect AnimNotifyData)
PlaySoundfinal native function PlaySound(SoundCue InSoundCue, optional bool bNotReplicated, optional bool bNoRepToOwner, optional bool bStopWhenOwnerDestroyed, optional vector SoundLocation, optional bool bNoRepToRelevant)
PlaySoundBasefunction PlaySoundBase(Object InSoundCue, struct SoundLocation, bool bNoRepToOwner, bool bNoRepToRelevant, bool bNotReplicated, bool bStopWhenOwnerDestroyed) (no declaration: types are approximate)
PlayTeleportEffectfunction PlayTeleportEffect(bool bOut, bool bSound)
PointCheckComponentfinal native function bool PointCheckComponent(PrimitiveComponent InComponent, vector PointLocation, vector PointExtent)
PostAkEventfunction PostAkEvent(Object InAkEvent) (no declaration: types are approximate)
PostAkEventOnBonefunction PostAkEventOnBone(name BoneName, Object InAkEvent) (no declaration: types are approximate)
PostBeginPlayevent PostBeginPlay()
PostDemoRewindsimulated event PostDemoRewind()
PostInitAnimTreeevent PostInitAnimTree(SkeletalMeshComponent SkelComp)
PostRenderForsimulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
PostTeleportfunction PostTeleport(Teleporter OutTeleporter)
PostTouchevent PostTouch(Actor Other)
PostTriggerfunction PostTrigger(name InTrigger) (no declaration: types are approximate)
PreBeginPlayevent PreBeginPlay()
PrestreamTexturesnative function PrestreamTextures(float Seconds, bool bEnableStreaming, optional int CinematicTextureGroups = 0)
PreTeleportfunction bool PreTeleport(Teleporter InTeleporter)
RanIntoevent RanInto(Actor Other)
ReattachComponentfinal native function ReattachComponent(ActorComponent ComponentToReattach)
ReceivedNewEventsimulated event ReceivedNewEvent(SequenceEvent Evt)
ReplaceTextstatic function ReplaceText(out string Text, string Replace, string With)
ReplicatedEventsimulated event ReplicatedEvent(name VarName)
ReplicationEndedsimulated event ReplicationEnded()
Resetevent Reset()
ResetTimerTimeDilationfinal native function ResetTimerTimeDilation(const name TimerName, optional Object inObj)
RigidBodyCollisionevent RigidBodyCollision(PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex)
RootMotionExtractedsimulated event RootMotionExtracted(SkeletalMeshComponent SkelComp, out BoneAtom ExtractedRootMotionDelta)
RootMotionModeChangedsimulated event RootMotionModeChanged(SkeletalMeshComponent SkelComp)
RootMotionProcessedsimulated event RootMotionProcessed(SkeletalMeshComponent SkelComp)
ScriptGetTeamNumsimulated event byte ScriptGetTeamNum()
SearchForBaseBelownative function SearchForBaseBelow(float HeightBelow, out Actor NewBase, out vector HitNormal)
SetAnimPositionevent SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion)
SetBasefinal native function SetBase(actor NewBase, optional vector NewFloor, optional SkeletalMeshComponent SkelComp, optional name AttachName)
SetBasedPositionstatic final native function SetBasedPosition(out BasedPosition BP, Vector Pos, optional Actor ForcedBase)
SetCollisionfinal native function SetCollision(optional bool bNewColActors, optional bool bNewBlockActors, optional bool bNewIgnoreEncroachers)
SetCollisionSizefinal native function SetCollisionSize(float NewRadius, float NewHeight)
SetCollisionTypefinal native function SetCollisionType(ECollisionType NewCollisionType)
SetDrawScalefinal native function SetDrawScale(float NewScale)
SetDrawScale3Dfinal native function SetDrawScale3D(vector NewScale3D)
SetForcedInitialReplicatedPropertyfinal native function SetForcedInitialReplicatedProperty(Property PropToReplicate, bool bAdd)
SetHardAttachfinal native function noexport SetHardAttach(optional bool bNewHardAttach)
SetHiddenfinal native function SetHidden(bool bNewHidden)
SetHUDLocationnative simulated function SetHUDLocation(vector NewHUDLocation)
SetInitialStatesimulated event SetInitialState()
SetLocationfinal native function bool SetLocation(vector NewLocation)
SetMorphWeightevent SetMorphWeight(name MorphNodeName, float MorphWeight)
SetNetUpdateTimefinal native function SetNetUpdateTime(float NewUpdateTime)
SetOnlyOwnerSeefinal native function SetOnlyOwnerSee(bool bNewOnlyOwnerSee)
SetOwnerfinal native function SetOwner(actor NewOwner)
SetPhysicsfinal native function SetPhysics(EPhysics newPhysics)
SetRelativeLocationfinal native function bool SetRelativeLocation(vector NewLocation)
SetRelativeRotationfinal native function bool SetRelativeRotation(rotator NewRotation)
SetRotationfinal native function bool SetRotation(rotator NewRotation)
SetRTPCValuefunction SetRTPCValue(name InRTPC, float targetvalue) (no declaration: types are approximate)
SetRTPCValueBusfunction SetRTPCValueBus(name InRTPC, float targetvalue) (no declaration: types are approximate)
SetShadowParentOnAllAttachedComponentsnative simulated function SetShadowParentOnAllAttachedComponents(PrimitiveComponent MyPrimComp, LightEnvironmentComponent MyLightEnv)
SetSkelControlScaleevent SetSkelControlScale(name SkelControlName, float Scale)
SetStatefunction SetState(name InState, name InStateGroup) (no declaration: types are approximate)
SetSwitchfunction SetSwitch(name InSwitch, name InSwitchGroup) (no declaration: types are approximate)
SetTickGroupfinal native function SetTickGroup(ETickingGroup NewTickGroup)
SetTickIsDisabledfinal native function SetTickIsDisabled(bool bInDisabled)
SetTimerfinal native function SetTimer(float InRate, optional bool inbLoop, optional Name inTimerFunc = 'Timer', optional Object inObj)
SetZonefinal native function SetZone(bool bForceRefresh)
ShouldBeHiddenBySHOW_NavigationNodesnative function bool ShouldBeHiddenBySHOW_NavigationNodes()
ShutDownsimulated event ShutDown()
Sleepfinal native latent function Sleep(float Seconds)
Spawnfinal native function actor Spawn(class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation, optional Actor ActorTemplate, optional bool bNoCollisionFail)
SpawnedByKismetevent SpawnedByKismet()
SpecialHandlingevent Actor SpecialHandling(Pawn Other)
StopActorFaceFXAnimevent StopActorFaceFXAnim()
StopsProjectilesimulated function bool StopsProjectile(Projectile P)
SuggestTossVelocityfinal native function bool SuggestTossVelocity(out vector TossVelocity, vector Destination, vector Start, float TossSpeed, optional float BaseTossZ, optional float DesiredZPct, optional vector CollisionSize, optional float TerminalVelocity, optional float OverrideGravityZ, optional bool bOnlyTraceUp)
SupportsKismetModificationfinal native function bool SupportsKismetModification(SequenceOp AskingOp, out string Reason)
TakeDamageevent TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
TakeRadiusDamagesimulated function TakeRadiusDamage(Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent = 1.f)
Tickevent Tick(float DeltaTime)
TickSkelControlevent TickSkelControl(float DeltaTime, SkeletalMeshComponent SkelComp, SkelControlBase SkelCtrl)
Timerevent Timer()
TornOffevent TornOff()
Touchevent Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
TouchingActorsfinal native iterator function TouchingActors(class<actor> BaseClass, out actor Actor)
Tracefinal native function Actor Trace(out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags)
TraceActorsfinal native iterator function TraceActors(class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags)
TraceAllPhysicsAssetInteractionsfinal native function bool TraceAllPhysicsAssetInteractions(SkeletalMeshComponent SkelMeshComp, Vector EndTrace, Vector StartTrace, optional Vector Extent)
TraceComponentfinal native function bool TraceComponent(out vector HitLocation, out vector HitNormal, PrimitiveComponent InComponent, vector TraceEnd, optional vector TraceStart, optional vector Extent, optional out TraceHitInfo HitInfo, optional bool bComplexCollision)
TrailsNotifyevent TrailsNotify(const AnimNotify_Trails AnimNotifyData)
TrailsNotifyEndevent TrailsNotifyEnd(const AnimNotify_Trails AnimNotifyData)
TrailsNotifyTickevent TrailsNotifyTick(const AnimNotify_Trails AnimNotifyData)
TriggerEventClasssimulated function bool TriggerEventClass(class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1, optional bool bTest, optional out array<SequenceEvent> ActivatedEvents)
TriggerGlobalEventClasssimulated function bool TriggerGlobalEventClass(class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1)
UnClockfinal native function UnClock(out float time)
UnTouchevent UnTouch(Actor Other)
UsedByfunction bool UsedBy(Pawn User)
Vect2BPstatic final native function Vect2BP(out BasedPosition BP, Vector Pos, optional Actor ForcedBase)
VisibleActorsfinal native iterator function VisibleActors(class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
VisibleCollidingActorsfinal native iterator function VisibleCollidingActors(class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden, optional vector Extent, optional bool bTraceActors, optional class InterfaceClass, optional out TraceHitInfo HitInfo)
VolumeBasedDestroysimulated function VolumeBasedDestroy(PhysicsVolume PV)
WillOverlapfinal native function bool WillOverlap(vector PosA, vector VelA, vector PosB, vector VelB, float StepSize, float Radius, out float Time)

Default values

TickGroup=TG_PreAsyncWork
CustomTimeDilation=+1.0
DrawScale=+00001.000000
DrawScale3D=(X=1,Y=1,Z=1)
bJustTeleported=true
Role=ROLE_Authority
RemoteRole=ROLE_None
NetPriority=+00001.000000
bMovable=true
InitialState=None
NetUpdateFrequency=100
MessageClass=class'LocalMessage'
bEditable=true
bHiddenEdGroup=false
bHiddenEdLayer=false
bHiddenEdTemporary=false
bHiddenEdLevel=false
bHiddenEdScene=false
bReplicateMovement=true
bRouteBeginPlayEvenIfStatic=TRUE
bPushedByEncroachers=true
bCanStepUpOn=TRUE
SupportedEvents(0)=class'SeqEvent_Touch'
SupportedEvents(1)=class'SeqEvent_Destroyed'
SupportedEvents(2)=class'SeqEvent_TakeDamage'
SupportedEvents(3)=class'SeqEvent_HitWall'
SupportedEvents(4)=class'SeqEvent_AnimNotify'
SupportedEvents(5)=class'SeqEvent_MobileTouch'
ReplicatedCollisionType=COLLIDE_Max
bAllowFluidSurfaceInteraction=TRUE
EditorIconColor=(R=255,G=255,B=255,A=255)
bSkipAttachedMoves=true

Inherited

FromMembers
Object13 properties, 308 functions