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KActor

Class in Engine · Engine.KActor · native, placeable

Object › Actor › DynamicSMActor › KActor

Subclasses: GameKActorSpawnableEffect, KActorFromStatic, KActorSpawnable

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

Properties

NameTypeNotes
AngErrorAccumulatorfloatconst, native
bCurrentSlidebool
bDamageAppliesImpulsebool
bDisableClientSidePawnInteractionsbool
bEnableStayUprightSpringbool
bLimitMaxPhysicsVelocitybool
bNeedsRBStateReplicationbooltransient
bSlideActivebool
bWakeOnLevelStartboolrepnotify
ImpactEffectComponentParticleSystemComponent
ImpactEffectInfoPhysEffectInfo
ImpactSoundComponentAudioComponent
ImpactSoundComponent2AudioComponent
InitialLocationvectortransient
InitialRotationrotatortransient
LastImpactTimefloat
LastSlideTimefloat
MaxPhysicsVelocityfloat
RBStateRigidBodyStateconst, native
ReplicatedDrawScale3Dvectorrepnotify
SlideEffectComponentParticleSystemComponent
SlideEffectInfoPhysEffectInfo
SlideSoundComponentAudioComponent
StayUprightMaxTorquefloat
StayUprightTorqueFactorfloat

Functions

NameDeclaration
ApplyImpulseevent ApplyImpulse(Vector ImpulseDir, float ImpulseMag, Vector HitLocation, optional TraceHitInfo HitInfo, optional class<DamageType> DamageType)
Destroyedsimulated event Destroyed()
FellOutOfWorldsimulated event FellOutOfWorld(class<DamageType> dmgType)
GetKActorPhysMaterialfinal native function PhysicalMaterial GetKActorPhysMaterial()
OnTeleportsimulated function OnTeleport(SeqAct_Teleport inAction)
OnTogglesimulated function OnToggle(SeqAct_Toggle action)
PostBeginPlaysimulated event PostBeginPlay()
ReplicatedEventsimulated event ReplicatedEvent(name VarName)
Resetsimulated function Reset()
ResolveRBStatefinal native function ResolveRBState()
SetPhysicalCollisionPropertiessimulated function SetPhysicalCollisionProperties()
SpawnedByKismetsimulated event SpawnedByKismet()
TakeDamageevent TakeDamage(int Damage, 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)

Default values

TickGroup=TG_PostAsyncWork
bDamageAppliesImpulse=true
bNetInitialRotation=true
Physics=PHYS_RigidBody
bStatic=false
bCollideWorld=false
bProjTarget=true
bBlockActors=true
bWorldGeometry=false
bNoDelete=true
bAlwaysRelevant=true
bSkipActorPropertyReplication=false
bUpdateSimulatedPosition=true
bReplicateMovement=true
RemoteRole=ROLE_SimulatedProxy
bCollideActors=true
bNoEncroachCheck=true
bBlocksTeleport=true
bBlocksNavigation=true
bPawnCanBaseOn=false
bSafeBaseIfAsleep=TRUE
bNeedsRBStateReplication=true
StayUprightTorqueFactor=1000.0
StayUprightMaxTorque=1500.0
MaxPhysicsVelocity=350.0
ReplicatedDrawScale3D=(X=1000.0,Y=1000.0,Z=1000.0)
bDisableClientSidePawnInteractions=TRUE

Inherited

FromMembers
DynamicSMActor11 properties, 9 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions