Skip to content

KActorFromStatic

Class in Engine · Engine.KActorFromStatic · native, transient

Object › Actor › DynamicSMActor › KActor › KActorFromStatic

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

Properties

NameTypeNotes
MaxImpulseSpeedfloat
MyStaticMeshActorActor

Functions

NameDeclaration
ApplyImpulseevent ApplyImpulse(Vector ImpulseDir, float ImpulseMag, Vector HitLocation, optional TraceHitInfo HitInfo, optional class<DamageType> DamageType)
BecomeStaticfunction BecomeStatic()
Bumpevent Bump(Actor Other, PrimitiveComponent OtherComp, Vector HitNormal)
DisablePrecomputedLightingfinal native function DisablePrecomputedLighting()
MakeDynamicstatic native function KActorFromStatic MakeDynamic(StaticMeshComponent MovableMesh)
MakeStaticstatic native function MakeStatic()
OnSleepRBPhysicsevent OnSleepRBPhysics()
OnWakeRBPhysicsevent OnWakeRBPhysics()
ReceiveImpulsefunction ReceiveImpulse(Pawn Other, Vector HitLocation, Vector HitNormal)
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)
Touchevent Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)

States

State code replaces the class's functions while the object is in that state. Hook a state's version as Engine.KActorFromStatic.<State>.<Function>.

StateFunctions
InitializingTick

Default values

RemoteRole=ROLE_None
bNoDelete=false
bCallRigidBodyWakeEvents=true
MaxImpulseSpeed=900.0
bCanStepUpOn=false
CollisionComponent=None
StaticMeshComponent=None
LightEnvironment=None

Inherited

FromMembers
KActor25 properties, 14 functions
DynamicSMActor11 properties, 9 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions