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Engine.Actor

Extends
Object
Modifiers
abstract native nativereplication

Core.Object
|   
+-- Engine.Actor

Direct Known Subclasses:

ActorRotator, AntiPortalActor, Brush, Controller, CoverProxy, DamageType, Decal, Decoration, Dialog, DialogProxy, Effects, ElectricGenerator, Emitter, EnergySource, FlameDamager, FluidSurfaceOscillator, ForceWallCollider, HallCannon, HUD, IKTrailer, Info, Inventory, InventoryAttachment, KActor, Keypoint, LegendActorComponent, Light, Line, Mover, NavigationPoint, NewWind, Note, ParticleColliderDisc, ParticleColliderSphere, ParticleGenerator, ParticleLoader, ParticleRef, ParticleSprayer, Pawn, Pickup, Projectile, ProjectileSoundProxy, Projector, PrototypeAssets, P_LaserSpot, Replicator, ScratchPad, shianship01, SoundSlotTimerListInterf, StaticMeshActor, SunLight, TestCrash, Triggers, U2Troopship, U2UseManager, Util, UtilGame, VehiclePart, VoiceList, WaveGenerator, Waypoint

Constants Summary
CCFloatHeight=6.0
DefaultPathingCollisionHeight=50.0
DefaultPathingCollisionRadius=50.0
DF_Collision=0x00000001
DF_None=0x00000000
PF_AlphaTexture=0x00001000
PF_AntiPortal=0x08000000
PF_EdCut=0x80000000
PF_EdProcessed=0x40000000
PF_Environment=0x00000010
PF_FakeBackdrop=0x00000080
PF_Flat=0x00004000
PF_FlatShaded=0x40000000
PF_HighShadowDetail=0x00800000
PF_Invisible=0x00000001
PF_Masked=0x00000002
PF_Memorized=0x01000000
PF_Mirrored=0x20000000
PF_Modulated=0x00000040
PF_NoMerge=0x00010000
PF_NoSmooth=0x00000800
PF_NotSolid=0x00000008
PF_NoZTest=0x00020000
PF_Occlude=0x80000000
PF_Portal=0x04000000
PF_RenderFog=0x40000000
PF_Selected=0x02000000
PF_Semisolid=0x00000020
PF_SpecialLit=0x00100000
PF_Translucent=0x00000004
PF_TwoSided=0x00000100
PF_Unlit=0x00400000
PF_Unused0=0x00000200
PF_Unused1=0x00000400
PF_Unused2=0x00002000
PF_Unused3=0x00008000
PF_Unused4=0x00040000
PF_Unused5=0x00080000
PF_Wireframe=0x00200000
ST_Crouching=2
ST_None=0
ST_Prone=3
ST_Standing=1
TRACE_Actors=0x0093
TRACE_AllBlocking=0x00DF
TRACE_AllColliding=0x009F
TRACE_Blocking=0x0040
TRACE_Debug=0x0800
TRACE_Hash=0x009B
TRACE_Level=0x0004
TRACE_LevelGeometry=0x0080
TRACE_Material=0x1000
TRACE_Movers=0x0002
TRACE_OnlyProjActor=0x0020
TRACE_Others=0x0010
TRACE_Pawns=0x0001
TRACE_ProjTargets=0x00BF
TRACE_ShadowCast=0x0100
TRACE_SingleResult=0x0400
TRACE_StopAtFirstHit=0x0200
TRACE_Usable=0x4000
TRACE_VisibleNonColliding=0x2000
TRACE_Volumes=0x0008
TRACE_World=0x0086
Inherited Contants from Core.Object
DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotifyStateChange, RotationUnitsToDegrees

Variables Summary
vectorAcceleration
ActorRenderDataPtrActorRenderData
intActorTag
vectorAlignMeshNormal
vectorAlignMeshTraceOffset1
vectorAlignMeshTraceOffset2
vectorAlignMeshTraceOffset3
vectorAlignMeshTraceVector
array<Actor>Attached
nameAttachmentBone
boolbAlwaysRelevant
boolbAlwaysTick
boolbAnimByOwner
boolbAnimFinished
boolbAnimLoopFinished
boolbAnimNoExist
ActorBase
boolbCanEncroachPlayer
boolbCanFallOutOfWorld
boolbClientAnim
boolbClientDemoNetFunc
boolbClientDemoRecording
boolbDemoRecording
boolbDestroyInPainVolume
boolbDisturbFluidSurface
boolbEditorPlaced
boolbEdSnap
boolbHurtEntry
boolbInterpolating
boolbJustTeleported
boolbLightChanged
boolbMeshAlwaysRefresh
boolbNetDirty
boolbNetInitial
boolbNetOptional
boolbNetOwner
boolbNetRelevant
boolbNetTemporary
boolbObsolete
boolbOnlyDirtyReplication
boolbOnlyOwnerSee
boolbOrientOnSlope
boolbOwnerNoSee
boolbPathTemp
boolbPaused
boolbPendingDelete
boolbReplicateAnimations
boolbReplicateInstigator
boolbReplicateMovement
modelBrush
boolbSelected
boolbSkipActorPropertyReplication
boolbSpecialRotationRep
boolbTearOff
boolbTempEditor
boolbTicked
boolbTimerLoop
boolbTrailerPrePivot
boolbTrailerSameRotation
boolbTravel
boolbUpdateSimulatedPosition
boolbWorldGeometry
intCollisionTag
vectorColLocation
intDebugAlignMeshLevel
actorDeleted
stringIndentStr
PawnInstigator
InventoryInventory
floatLastRenderTime
floatLatentFloat
array<int>Leaves
LevelInfoLevel
intLightingTag
LightRenderDataPtrLightRenderData
intLightTag
MeshInstanceMeshInstance
class<LocalMessage>MessageClass
vectorMountOldLocation
rotatorMountOldRotation
ActorMountParentActor
floatNetPriority
intNetTag
floatNetUpdateFrequency
ActornextParticleLight
ActorOwner
ActorPendingTouch
PhysicsVolumePhysicsVolume
ActorPrimaryDynamicLight
ActorPrimaryStaticLight
array<ProjectorRenderInfoPtr>Projectors
array<string>ProximityReticleOnEvents
PointRegionRegion
vectorRelativeLocation
rotatorRelativeRotation
ENetRoleRemoteRole
RenderIteratorRenderInterface
intRenderRevision
ENetRoleRole
AnimRepSimAnim
EFilterStateStaticFilterState
StaticMeshInstanceStaticMeshInstance
array<StaticMeshProjectorRenderInfoPtr>StaticMeshProjectors
array<BatchReference>StaticSectionBatches
floatTimerCounter
floatTimerRate
array<Actor>Touching
floatTweenRate
array<string>UseReticleOnEvents
LevelXLevel
Advanced
floatActorTimeDilation
boolbAcceptsProjectors
boolbAutoEnableAgent
boolbCanTeleport
boolbCollideWhenPlacing
boolbDeleteMe
boolbDifficulty0
boolbDifficulty1
boolbDifficulty2
boolbDirectional
boolbEdCanOverlap
boolbEdShouldSnap
boolbGameRelevant
boolbHidden
boolbHiddenEd
boolbHiddenEdGroup
boolbHiddenRelevant
boolbHiddenUsable
boolbHighDetail
boolbIgnoreImpactForces
boolbIgnoreSingularityDamage
boolbIgnoreSingularityForces
boolbLaunchPawns
boolbLockLocation
boolbManualTick
boolbMovable
boolbNeverBatch
boolbNoDelete
boolbRenderLater
boolbRenderNoPredict
boolbRequiresWorldZBuffer
boolbScriptInitialized
boolbStasis
boolbStatic
byteDetailLevel
byteGoreLevel
floatLifeSpan
Collision
boolbBlockActors
boolbBlockNavigation
boolbBlockNonZeroExtentTraces
boolbBlockPlayers
boolbBlockStepping
boolbBlockZeroExtentTraces
boolbCanMantle
boolbCollideActors
boolbCollideWorld
boolbNoStaticMeshCollide
boolbPathColliding
boolbProjTarget
array<class<Actor>>CanEncroachList
floatCollisionHeight
floatCollisionRadius
Dialog
stringSpeaker
Display
floatActorFOV
colorAmbientColor
byteAmbientGlow
floatAnimFrame
floatAnimRate
nameAnimSequence
ConvexVolumeAntiPortal
floatBlurDegree
boolbMustFace
boolbNoSmooth
boolbShadowCast
boolbStaticLighting
boolbUnlit
boolbUseDynamicLights
floatDrawScale
vectorDrawScale3D
EDrawTypeDrawType
floatLODBias
meshMesh
stringMeshParams
vectorPrePivot
floatRenderBoundFactor
class<RenderIterator>RenderIteratorClass
floatScaleGlow
array<Material>Skins
intSpecialDisplayFlags
floatSpriteProjForward
StaticMeshStaticMesh
ERenderStyleStyle
floatTerrainZOffset
MaterialTexture
floatVisibilityHeight
floatVisibilityRadius
Events
boolbLocalGameEvent
boolbTravelGameEvent
nameEvent
nameTag
Filter
boolbDoMissionFiltering
boolbPostMission110276
boolbPostMission83
boolbPreMission00
boolbPreMission01
boolbPreMission02
boolbPreMission03
boolbPreMission04
boolbPreMission05
boolbPreMission06
boolbPreMission07
boolbPreMission08
boolbPreMission09
boolbPreMission10
boolbPreMission11
boolbPreMission12
boolbPreMission13
Force
floatForceRadius
floatForceScale
EForceTypeForceType
Karma
KarmaParamsKParams
LightColor
byteLightBrightness
byteLightHue
byteLightSaturation
Lighting
boolbActorShadows
boolbCorona
boolbDynamicLight
boolbLensFlare
boolbLightParticles
boolbSpecialLit
byteLightCone
ELightEffectLightEffect
byteLightPeriod
byteLightPhase
floatLightPriority
byteLightRadius
ELightTypeLightType
byteVolumeBrightness
byteVolumeFog
byteVolumeRadius
Mounting
boolbMountDetachDestroy
EPhysicsMountDetachPhysics
vectorMountOrgLocation
rotatorMountOrgRotation
stringMountParentNode
nameMountParentTag
Movement
rotatorAmbientRotationRate
nameAttachTag
boolbAllowClipping
boolbBounce
boolbFixedRotationDir
boolbRotateToDesired
floatBuoyancy
rotatorDesiredRotation
vectorFallingAddedAcceleration
floatFallingMaxVelocityXY
floatFallingMaxVelocityZ
vectorLocation
floatMass
EPhysicsPhysics
rotatorRotation
rotatorRotationRate
floatSwingFriction
vectorSwingGravDir
floatSwingLength
vectorSwingPivot
vectorVelocity
Object
nameGroup
nameInitialState
Sound
soundAmbientSound
ESoundOcclusionSoundOcclusion
byteSoundPitch
floatSoundRadius
byteSoundVolume
floatTransientSoundRadius
floatTransientSoundVolume
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
EDoubleClickDir
DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done
EDrawType
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, DT_Custom, DT_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface
EFilterState
FS_Maybe, FS_Yes, FS_No
EForceType
FT_None, FT_DragAlong,
ELightEffect
LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Spotlight2, LE_SquareSpotlight, LE_Unused, LE_Sunlight, LE_QuadraticNonIncidence
ELightType
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_Scripted, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_PawnProximity
EMeshNodeRelType
MESHNODEREL_World, MESHNODEREL_Mesh, MESHNODEREL_ParentNode, MESHNODEREL_RefPose,
EMusicTransition
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
ENetRole
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
EPhysics
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer, PHYS_Ladder, PHYS_RootMotion, PHYS_Swinging, PHYS_Karma, PHYS_KarmaRagDoll
ERenderStyle
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Brighten, STY_Modulated, STY_Alpha, STY_Particle
ESoundOcclusion
OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
ESoundSlot
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface, SLOT_Dialog, SLOT_Weapon,
ETacticalMoveType
TMT_None, TMT_Basic, TMT_Serpentine,
ETravelType
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
Inherited Enumerations from Core.Object
EAlignment, ECamOrientation, ESheerAxis

Structures Summary
ActorList
ListName, ActorTypes, List
ActorRenderDataPtr
Ptr
ActorType
ClassType, bExcludeSubclasses
AnimRep
AnimSequence, bAnimLoop, AnimRate, AnimFrame, TweenRate
AnimStruct
AnimSequence, BoneName, AnimRate, alpha, LeadIn, LeadOut, bLoopAnim
BatchReference
BatchIndex, ElementIndex
CheckResult
Next, Actor, Location, Normal, Primitive, Time, Item, Material
Face
Points
LightRenderDataPtr
Ptr
PointRegion
Zone, iLeaf, ZoneNumber
ProjectorRenderInfoPtr
Ptr
StaticMeshProjectorRenderInfoPtr
Ptr
TCollision
Height, Radius
Inherited Structures from Core.Object
Alignment, BoundingVolume, Box, Color, ComponentHandle, Coords, Dimension, Guid, Matrix, NotifyInfo, ParticleHandle, Plane, Point, Range, RangeVector, Rectangle, Rotator, Scale, Vector

Functions Summary
operatorcolor * (float A, color B)
operatorcolor * (color A, float B)
operatorcolor + (color A, color B)
operatorcolor - (color A, color B)
function AddActor (Actor A, optional Color C)
function AddActorAt (Actor A, vector TargetLocation, optional Color C ))
function AddArrow (vector Start, vector End, optional Color C)
function AddBox (vector Location, vector Extent, optional Color C)
function AddCylinder (vector Location, float Radius, float Height, optional Color C)
function AddLine (vector Start, vector End, optional Color C)
event AlignMeshSpecialHandling (bool bFloating)
function AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
function AnimBlendParams (int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName)
function AnimBlendToAlpha (int Stage, float TargetAlpha, float TimeInterval)
event AnimEnd (int Channel)
functionbool AnimIsInGroup (int Channel, name GroupName)
event Attach (Actor Other)
functionbool AttachToBone (actor Attachment, name BoneName)
function AutoDestroy ()))
function AutonomousPhysics (float DeltaSeconds)
event BaseChange ()
function BasedActors (class<actor> BaseClass, out actor Actor)
function BecomeViewTarget ()
function BeginEvent ()
event BeginPlay ()
function BM (coerce string Msg ))
function BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
event Bump (Actor Other)
functionbool CanHit (Controller AttackingController ))
functionbool CanSplash ()))
function ChildActors (class<actor> BaseClass, out actor Actor)
function ClearRenderData ()
function CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
functionColor ColorBlack ()))
functionColor ColorBlue ()))
functionColor ColorBrown ()))
functionColor ColorCyan ()))
functionColor ColorDkBlue ()))
functionColor ColorDkCyan ()))
functionColor ColorDkGreen ()))
functionColor ColorDkGrey ()))
functionColor ColorDkMagenta ()
functionColor ColorDkRed ()))
functionColor ColorDkYellow ()))
functionColor ColorGreen ()))
functionColor ColorGrey ()))
functionColor ColorLtGrey ()))
functionColor ColorMagenta ()))
functionColor ColorOrange ()))
functionColor ColorPink ()))
functionColor ColorRed ()))
functionColor ColorWhite ()))
functionColor ColorYellow ()))
functionstring ConsoleCommand (string Command)
event DemoPlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
functionbool Destroy ()
event Destroyed ()
event Detach (Actor Other)
functionbool DetachFromBone (actor Attachment)
event DialogBegin (Actor Other)
event DialogEnd ()
function DialogInitiate (Actor Other, optional name Topic, optional Actor WaitingActor)
function DialogPause ()
function DialogSetEndingFocus (Actor FocusActor)
function DialogSetFocus (Actor FocusActor)
function DialogTerminate ()
function DialogUnPause ()
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DM (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
function DMAssert (bool bTestCondition, coerce string Msg, optional coerce string Prefix ))
function DMN (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
function DMT (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
function DMTN (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
function DMTNS (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
function DOREP (name Variable)
function DTM (name TraceName, Actor ContextActor, coerce string Msg ))
function DynamicActors (class<actor> BaseClass, out actor Actor, optional name MatchTag, optional float Radius, optional vector Loc)
function EnableChannelNotify (int Channel, int Switch)
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
event EndedRotation ()
function EndEvent ()
function Error (coerce string S)
functionvector FallLanding (vector TestLocation, vector TestVelocity)
functionbool FastTrace (vector TraceEnd, optional vector TraceStart)
event FellOutOfWorld ()))
functionactor FindActorByTag (class<actor> ActorClass, name ActorName))
function FindBase ()
function FinishAnim (optional int Channel, optional bool bKillLoop)
function FinishInterpolation ()
functionint FitActorAt (out vector TargetLocation, optional float TargetCollisionRadius, optional float TargetCollisionHeight)
function FORCEREP (name Variable)
event GainedChild (Actor Other)
function GetAgentAnimInfo (out array InfoStrings ))
function GetAgentInputInfo (out array Strings ))
functionname GetAnim (int Index)
functionname GetAnimBaseName (name Sequence)
functionint GetAnimCount ()
functionname GetAnimExtInfo1 (name Sequence)
functionname GetAnimExtInfo2 (name Sequence)
functionint GetAnimFrames (name Sequence)
functionname GetAnimGroup (name Sequence)
functionint GetAnimIndex (name Sequence)
function GetAnimParams (int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate, out float OutAnimBlend, optional bool bDeprecated)
functionname GetAnimSlot (name Sequence)
functionstring GetAnimVersion (name Sequence)
functionbool GetAverageSurfaceNormal (vector TraceVector, vector TraceOffset1, vector TraceOffset2, vector TraceOffset3, out vector Normal)
functioncoords GetBoneCoords (name BoneName)
functionrotator GetBoneRotation (name BoneName, optional int Space)
functionbool GetCacheEntry (int Num, out string GUID, out string Filename)
function GetClient ()
functionbox GetCollisionBoundingBox (optional actor Owner)
functionstring GetCommandLine ()))
functionstring GetDescription ()
functionint GetGoreDetailLevel ()
functionString GetHumanReadableName ()))
functionString GetItemName (string FullName ))
functionstring GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ))
functionstring GetMapName (string NameEnding, string MapName, int Dir)
functionint GetMaxDetailLevel ()
functionstring GetNextInt (string ClassName, int Num)
function GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description)
function GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc)
functionint GetNotifyChannel ()
functionfloat GetOggDuration (string Filename)
functionbox GetRenderBoundingBox (optional actor Owner)
functionplane GetRenderBoundingSphere ()
functionvector GetRootLocation ()
functionvector GetRootLocationDelta ()
functionrotator GetRootRotation ()
functionrotator GetRootRotationDelta ()
functionfloat GetSkill ()))
functionfloat GetSoundDuration (sound Sound)
functionstring GetURLMap ()
functionbool HasAnim (name Sequence)
event HitWall (vector HitNormal, actor HitWall)
event HitWallEx (CheckResult Hit ))
function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional bool bNoFalloff ))
function ID ()))
functionbool IsAnimating (optional int Channel)
functionbool IsDetailLevelOK ()))
functionbool IsDifficultyOK ()))
functionbool IsGoreOK ()))
functionbool IsInPain ()))
functionbool IsInVolume (Volume aVolume))
functionbool IsNPC ()
functionbool IsPlayer ()
functionbool IsRealPlayer ()
functionbool IsTweening (int Channel)
functionbool IsUsable (optional Actor Other)
function KAddForce (vector Force)
function KAddImpulse (vector Impulse, vector Position)
function KAddTorque (vector Torque)
function KDisableCollision (actor Other)
function KEnableCollision (actor Other)
function KGetCOMOffset (out vector Offset)
function KGetCOMPosition (out vector pos)
function KGetDampingProps (out float lindamp, out float angdamp)
functionfloat KGetFriction ()
functionfloat KGetImpactThreshold ()
function KGetInertiaTensor (out vector it1, out vector it2)
functionfloat KGetMass ()
functionfloat KGetRestitution ()
function KilledBy (pawn EventInstigator)
event KImpact (actor other, vector pos, vector impactVel, vector impactNorm)
function KSetCOMOffset (vector Offset)
function KSetDampingProps (float lindamp, float angdamp)
function KSetFriction (float Friction)
function KSetImpactThreshold (float thresh)
function KSetInertiaTensor (vector it1, vector it2)
function KSetMass (float mass)
function KSetRestitution (float rest)
function KSetStayUpright (bool stayUpright, bool allowRotate)
function KWake ()
event Landed (vector HitNormal)
event LandedEx (CheckResult Hit ))
function LinkSkelAnim (MeshAnimation Anim)
function LockRootMotion (int Lock)
function LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
event LostChild (Actor Other)
functionColor MakeColor (byte R, byte G, byte B, optional byte A ))
function MakeNoise (float Loudness)
function MatchStarting ()
functionfloat MeshAgentCallAction (name InActionName)
functionbool MeshAgentEnableChannel (int InChannelIndex, bool InEnable)
functionint MeshAgentGetActionCount ()
functionname MeshAgentGetActionName (int InActionIndex)
functionname MeshAgentGetChannelBoundAction (int InChannelIndex)
functionint MeshAgentGetChannelBoundLevel (int InChannelIndex)
functionfloat MeshAgentGetChannelBoundTime (int InChannelIndex)
functionint MeshAgentGetChannelCount ()
functionname MeshAgentGetChannelName (int InChannelIndex)
functionname MeshAgentGetChannelScriptName (int InChannelIndex)
functionint MeshAgentGetInputCount ()
functionname MeshAgentGetInputCurValue (name InInputName)
functionname MeshAgentGetInputName (int InInputIndex)
functionint MeshAgentGetInputValueCount (int InInputIndex)
functionname MeshAgentGetInputValueName (int InInputIndex, int InValueIndex)
functionfloat MeshAgentImmediateAction (string InActionText)
functionbool MeshAgentResetChannel (int InChannelIndex)
functionbool MeshAgentSetInputCurValue (name InInputName, name InInputValue)
functionbool MeshAgentSetInputLock (name InInputName, bool InLocked)
function MeshGetAttachments (string Name, out array<Actor> Attachments)
functionint MeshGetNodeCount (optional bool InDefault)
functionint MeshGetNodeIndexed (int InIndex, optional bool InDefault)
functionint MeshGetNodeNamed (string InNameStr, optional bool InDefault)
functionstring MeshGetNodeWeapon (optional mesh Mesh)
functionactor MeshGetSatelliteActor (name InSatelliteName)
functionvector MeshGetSatelliteLocation (name InSatelliteName)
functionvector MeshGetStaticMeshAttachmentOffset (int AttachmentIndex)
functionint MeshNodeGetIndex (int InNode)
functionrotator MeshNodeGetRotation (int InNode, optional EMeshNodeRelType InRelType)
functionvector MeshNodeGetScale (int InNode, optional EMeshNodeRelType InRelType)
functionvector MeshNodeGetTranslation (int InNode, optional EMeshNodeRelType InRelType)
function MeshNodeSetRotation (int InNode, rotator InRotation, optional EMeshNodeRelType InRelType)
function MeshNodeSetScale (int InNode, vector InScale, optional EMeshNodeRelType InRelType)
function MeshNodeSetTranslation (int InNode, vector InTranslation, optional EMeshNodeRelType InRelType)
functionint MeshSetSatellite (name InSatelliteName, actor InTargetActor, optional vector InTargetLocation)
function MeshSetStaticMeshAttachmentOffset (int AttachmentIndex, vector Offset)
function MeshSetStaticMeshAttachmentSkin (int AttachmentIndex, int SkinIndex, material Skin)
function MeshSetStaticMeshAttachmentSkinsAll (material Skin)
event ModifyDefaultProperties (actor SpawningActor)
function MountSetParent (actor InParent))
functionbool Move (vector Delta, optional bool bTest)
function MoveAttachment (string Parms ))
functionbool MoveCacheEntry (string GUID, optional string NewFilename)
functionbool MoveSmooth (vector Delta)
functionbool NearSpot (vector Spot))
function NotifyGoreDetailChanged (byte NewGoreDetailLevel)
function NotifyLog (string Msg)
function NotifyPlaySound (string SoundStr ))
function NotifyPlaySoundRadius (float Radius, string SoundStr ))
function NotifyUnuse (Actor Other)
function OD ()))
function OnUnuse (Actor Other)
function OnUse (Actor Other)
event ParticleTrigger (string Name ))
event ParticleUnTrigger (string Name ))
function PauseAudio (optional bool bPauseMusic)
event PhysicsVolumeChange (PhysicsVolume NewVolume)
function PlayAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
functionbool PlayerCanSeeMe ()
functionint PlayMusic (string Song, float FadeInTime)
function PlayOwnedSound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
function PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
functionsound PlayVoice (string Filename, optional float Volume, optional float Radius, optional float Pitch)
functionbool PlusDir (int A, int B))
event PostBeginPlay ()))
function PostTeleport (Teleporter OutTeleporter)
event PostTouch (Actor Other)
event PreBeginPlay ()))
functionbool PreparedForDialog ()))
functionbool PreTeleport (Teleporter InTeleporter)
function RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
function RedoBNetInitial ()
function RefreshAllScriptProcesses ()
function ReplaceText (out string Text, string Replace, string With))
event Replication ()))
function Reset ()
function SetBase (actor NewBase, optional vector NewFloor)
function SetBoneDirection (name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha)
function SetBoneLocation (name BoneName, optional vector BoneTrans, optional float Alpha)
function SetBoneRotation (name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha)
function SetBoneScale (int Slot, optional float BoneScale, optional name BoneName)
function SetClassStatic (class<Actor> TargetClass, bool bVal)
function SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
functionbool SetCollisionSize (float NewRadius, float NewHeight)
function SetDefaultDisplayProperties ()))
function SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
function SetDrawScale (float NewScale)
function SetDrawScale3D (vector NewScale3D)
function SetDrawType (EDrawType NewDrawType)
event SetInitialState ()))
functionbool SetLocation (vector NewLocation)
function SetOwner (actor NewOwner)
function SetPhysics (EPhysics newPhysics)
functionbool SetRelativeLocation (vector NewLocation)
functionbool SetRelativeRotation (rotator NewRotation)
functionbool SetRotation (rotator NewRotation)
function SetTimer (float NewTimerRate, bool bLoop)
functionbool ShouldDestroy ()))
functionbool SingleLineCheck (out CheckResult Hit, Actor Source, vector End, vector Start, int TraceFlags, optional vector Extent)
function Sleep (float Seconds)
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation, optional actor SpawnTemplate, optional actor Spawner, optional bool bSkipCollisionCheck)
eventActor SpecialHandling (Pawn Other)
function StartInterpolation ()))
function StopAllMusic (float FadeOutTime)
function StopAnimating ()
function StopMovement (bool bKillAcceleration, bool bKillVelocity ))
function StopMusic (int SongHandle, float FadeOutTime)
function StopSound (sound Sound, optional float FadeOutDuration)
function StopSoundSlot (ESoundSlot Slot, optional bool bStopNoOverrideSounds)
function StopVoice ()
function StopVoiceFile (string Filename)
function TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
event Tick (float DeltaTime)
event Timer ()
function TM (name TraceName, Actor ContextActor, coerce string Msg ))
event Touch (Actor Other)
functionbool TouchingActor (Actor A))
function TouchingActors (class<actor> BaseClass, out actor Actor)
functionActor Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material, optional int TraceFlags)
function TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
functionMaterial TraceTexture (vector TraceEnd, optional vector TraceStart)
event TravelPostAccept ()
event TravelPreAccept ()
function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)
event TriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
function TweenAnim (name Sequence, float Time, optional int Channel)
function UnPauseAudio ()
event UnTouch (Actor Other)
function UnTrigger (Actor Other, Pawn EventInstigator, optional name EventName)
function UntriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
function UpdateMountPhysics ()
function UsedBy (Pawn user)
function VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
function VisibleCollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden)
event ZoneChange (ZoneInfo NewZone)
Inherited Functions from Core.Object
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, ?, @, @=, Ablend, AblendR, Abs, Acos, AddFlagSafe, AddTimer, AddTimerS, Asc, Asin, Atan, Atan2, BeginState, Blend, BlendR, CallFunction, CallFunctionS, CanGetProperty, CanSetProperty, Caps, Chr, Clamp, ClassIsChildOf, Constructed, Cos, Cross, DefinesFunction, DefinesFunctionS, Delete, Disable, Dot, DumpProbes, DynamicLoadObject, Enable, EndState, EnumStr, Exp, FClamp, FDecision, FileSize, FindObject, FMax, FMin, FRand, GetAxes, GetContext, GetEnum, GetLanguage, GetPropertyText, GetRand, GetStateName, GetUnAxes, GetWhiteColor, GotoLabel, GotoState, InStr, Invert, IsA, IsInState, IsProbing, Left, Len, Lerp, LineLineIntersection, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NotifyStateChange, ObjListMemStats, OrthoRotation, ProgressSeed, Quotes, Rand, RandomSpreadVector, RandRange, RemoveAllTimers, RemoveFlagSafe, RemoveTimer, RemoveTimerS, ResetConfig, ResetLoaders, Right, RMax, RMin, RotateAngleAxis, RotRand, Round, RSize, SaveConfig, SetProbing, SetPropertyText, SetPropertyTextDefault, Sin, Smerp, SMod, Split, Sqrt, Square, StaticCallFunction, StaticCallFunctionS, StaticDefinesFunction, StaticDefinesFunctionS, StaticSaveConfig, StrArray, StringToName, Tan, TimeRemaining, TimeRemainingS, TraceMessage, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, Warn, ^, ^^, |, ||, ~, ~=


Constants Detail

CCFloatHeight Source code

const CCFloatHeight = 6.0;

DefaultPathingCollisionHeight Source code

const DefaultPathingCollisionHeight = 50.0;

DefaultPathingCollisionRadius Source code

const DefaultPathingCollisionRadius = 50.0;

DF_Collision Source code

const DF_Collision = 0x00000001;

DF_None Source code

const DF_None = 0x00000000;

PF_AlphaTexture Source code

const PF_AlphaTexture = 0x00001000;

PF_AntiPortal Source code

const PF_AntiPortal = 0x08000000;

PF_EdCut Source code

const PF_EdCut = 0x80000000;

PF_EdProcessed Source code

const PF_EdProcessed = 0x40000000;

PF_Environment Source code

const PF_Environment = 0x00000010;

PF_FakeBackdrop Source code

const PF_FakeBackdrop = 0x00000080;

PF_Flat Source code

const PF_Flat = 0x00004000;

PF_FlatShaded Source code

const PF_FlatShaded = 0x40000000;

PF_HighShadowDetail Source code

const PF_HighShadowDetail = 0x00800000;

PF_Invisible Source code

const PF_Invisible = 0x00000001;

PF_Masked Source code

const PF_Masked = 0x00000002;

PF_Memorized Source code

const PF_Memorized = 0x01000000;

PF_Mirrored Source code

const PF_Mirrored = 0x20000000;

PF_Modulated Source code

const PF_Modulated = 0x00000040;

PF_NoMerge Source code

const PF_NoMerge = 0x00010000;

PF_NoSmooth Source code

const PF_NoSmooth = 0x00000800;

PF_NotSolid Source code

const PF_NotSolid = 0x00000008;

PF_NoZTest Source code

const PF_NoZTest = 0x00020000;

PF_Occlude Source code

const PF_Occlude = 0x80000000;

PF_Portal Source code

const PF_Portal = 0x04000000;

PF_RenderFog Source code

const PF_RenderFog = 0x40000000;

PF_Selected Source code

const PF_Selected = 0x02000000;

PF_Semisolid Source code

const PF_Semisolid = 0x00000020;

PF_SpecialLit Source code

const PF_SpecialLit = 0x00100000;

PF_Translucent Source code

const PF_Translucent = 0x00000004;

PF_TwoSided Source code

const PF_TwoSided = 0x00000100;

PF_Unlit Source code

const PF_Unlit = 0x00400000;

PF_Unused0 Source code

const PF_Unused0 = 0x00000200;

PF_Unused1 Source code

const PF_Unused1 = 0x00000400;

PF_Unused2 Source code

const PF_Unused2 = 0x00002000;

PF_Unused3 Source code

const PF_Unused3 = 0x00008000;

PF_Unused4 Source code

const PF_Unused4 = 0x00040000;

PF_Unused5 Source code

const PF_Unused5 = 0x00080000;

PF_Wireframe Source code

const PF_Wireframe = 0x00200000;

ST_Crouching Source code

const ST_Crouching = 2;

ST_None Source code

const ST_None = 0;

ST_Prone Source code

const ST_Prone = 3;

ST_Standing Source code

const ST_Standing = 1;

TRACE_Actors Source code

const TRACE_Actors = 0x0093;

TRACE_AllBlocking Source code

const TRACE_AllBlocking = 0x00DF;

TRACE_AllColliding Source code

const TRACE_AllColliding = 0x009F;

TRACE_Blocking Source code

const TRACE_Blocking = 0x0040;

TRACE_Debug Source code

const TRACE_Debug = 0x0800;

TRACE_Hash Source code

const TRACE_Hash = 0x009B;

TRACE_Level Source code

const TRACE_Level = 0x0004;

TRACE_LevelGeometry Source code

const TRACE_LevelGeometry = 0x0080;

TRACE_Material Source code

const TRACE_Material = 0x1000;

TRACE_Movers Source code

const TRACE_Movers = 0x0002;

TRACE_OnlyProjActor Source code

const TRACE_OnlyProjActor = 0x0020;

TRACE_Others Source code

const TRACE_Others = 0x0010;

TRACE_Pawns Source code

const TRACE_Pawns = 0x0001;

TRACE_ProjTargets Source code

const TRACE_ProjTargets = 0x00BF;

TRACE_ShadowCast Source code

const TRACE_ShadowCast = 0x0100;

TRACE_SingleResult Source code

const TRACE_SingleResult = 0x0400;

TRACE_StopAtFirstHit Source code

const TRACE_StopAtFirstHit = 0x0200;

TRACE_Usable Source code

const TRACE_Usable = 0x4000;

TRACE_VisibleNonColliding Source code

const TRACE_VisibleNonColliding = 0x2000;

TRACE_Volumes Source code

const TRACE_Volumes = 0x0008;

TRACE_World Source code

const TRACE_World = 0x0086;


Variables Detail

Acceleration Source code

var vector Acceleration;

ActorRenderData Source code

var const native ActorRenderDataPtr ActorRenderData;

ActorTag Source code

var const native int ActorTag;

AlignMeshNormal Source code

var vector AlignMeshNormal;

AlignMeshTraceOffset1 Source code

var vector AlignMeshTraceOffset1;

AlignMeshTraceOffset2 Source code

var vector AlignMeshTraceOffset2;

AlignMeshTraceOffset3 Source code

var vector AlignMeshTraceOffset3;

AlignMeshTraceVector Source code

var vector AlignMeshTraceVector;

Attached Source code

var const array<Actor> Attached;

AttachmentBone Source code

var const name AttachmentBone;

bAlwaysRelevant Source code

var bool bAlwaysRelevant;

bAlwaysTick Source code

var const bool bAlwaysTick;

bAnimByOwner Source code

var bool bAnimByOwner;

bAnimFinished Source code

var bool bAnimFinished;

bAnimLoopFinished Source code

var bool bAnimLoopFinished;

bAnimNoExist Source code

var const bool bAnimNoExist;

Base Source code

var const Actor Base;

bCanEncroachPlayer Source code

var bool bCanEncroachPlayer;

bCanFallOutOfWorld Source code

var bool bCanFallOutOfWorld;

bClientAnim Source code

var bool bClientAnim;

bClientDemoNetFunc Source code

var const bool bClientDemoNetFunc;

bClientDemoRecording Source code

var const bool bClientDemoRecording;

bDemoRecording Source code

var const bool bDemoRecording;

bDestroyInPainVolume Source code

var bool bDestroyInPainVolume;

bDisturbFluidSurface Source code

var bool bDisturbFluidSurface;

bEditorPlaced Source code

var bool bEditorPlaced;

bEdSnap Source code

var transient bool bEdSnap;

bHurtEntry Source code

var bool bHurtEntry;

bInterpolating Source code

var bool bInterpolating;

bJustTeleported Source code

var const bool bJustTeleported;

bLightChanged Source code

var transient bool bLightChanged;

bMeshAlwaysRefresh Source code

var bool bMeshAlwaysRefresh;

bNetDirty Source code

var const bool bNetDirty;

bNetInitial Source code

var const bool bNetInitial;

bNetOptional Source code

var const bool bNetOptional;

bNetOwner Source code

var const bool bNetOwner;

bNetRelevant Source code

var const bool bNetRelevant;

bNetTemporary Source code

var const bool bNetTemporary;

bObsolete Source code

var bool bObsolete;

bOnlyDirtyReplication Source code

var bool bOnlyDirtyReplication;

bOnlyOwnerSee Source code

var bool bOnlyOwnerSee;

bOrientOnSlope Source code

var bool bOrientOnSlope;

bOwnerNoSee Source code

var bool bOwnerNoSee;

bPathTemp Source code

var transient bool bPathTemp;

bPaused Source code

var bool bPaused;

bPendingDelete Source code

var bool bPendingDelete;

bReplicateAnimations Source code

var bool bReplicateAnimations;

bReplicateInstigator Source code

var bool bReplicateInstigator;

bReplicateMovement Source code

var bool bReplicateMovement;

Brush Source code

var const export model Brush;

bSelected Source code

var const bool bSelected;

bSkipActorPropertyReplication Source code

var bool bSkipActorPropertyReplication;

bSpecialRotationRep Source code

var bool bSpecialRotationRep;

bTearOff Source code

var bool bTearOff;

bTempEditor Source code

var transient const bool bTempEditor;

bTicked Source code

var transient const bool bTicked;

bTimerLoop Source code

var bool bTimerLoop;

bTrailerPrePivot Source code

var bool bTrailerPrePivot;

bTrailerSameRotation Source code

var bool bTrailerSameRotation;

bTravel Source code

var bool bTravel;

bUpdateSimulatedPosition Source code

var bool bUpdateSimulatedPosition;

bWorldGeometry Source code

var bool bWorldGeometry;

CollisionTag Source code

var const native int CollisionTag;

ColLocation Source code

var const vector ColLocation;

DebugAlignMeshLevel Source code

var int DebugAlignMeshLevel;

Deleted Source code

var const actor Deleted;

IndentStr Source code

var private string IndentStr;

Instigator Source code

var Pawn Instigator;

Inventory Source code

var Inventory Inventory;

LastRenderTime Source code

var float LastRenderTime;

LatentFloat Source code

var const float LatentFloat;

Leaves Source code

var transient array<int> Leaves;

Level Source code

var const LevelInfo Level;

LightingTag Source code

var const native int LightingTag;

LightRenderData Source code

var const native LightRenderDataPtr LightRenderData;

LightTag Source code

var transient int LightTag;

MeshInstance Source code

var transient MeshInstance MeshInstance;

MessageClass Source code

var class<LocalMessage> MessageClass;

MountOldLocation Source code

var vector MountOldLocation;

MountOldRotation Source code

var rotator MountOldRotation;

MountParentActor Source code

var Actor MountParentActor;

NetPriority Source code

var float NetPriority;

NetTag Source code

var const transient int NetTag;

NetUpdateFrequency Source code

var float NetUpdateFrequency;

nextParticleLight Source code

var const Actor nextParticleLight;

Owner Source code

var const Actor Owner;

PendingTouch Source code

var Actor PendingTouch;

PhysicsVolume Source code

var const PhysicsVolume PhysicsVolume;

PrimaryDynamicLight Source code

var const Actor PrimaryDynamicLight;

PrimaryStaticLight Source code

var const Actor PrimaryStaticLight;

Projectors Source code

var const native array<ProjectorRenderInfoPtr> Projectors;

ProximityReticleOnEvents Source code

var const array<string> ProximityReticleOnEvents;

Region Source code

var const PointRegion Region;

RelativeLocation Source code

var const vector RelativeLocation;

RelativeRotation Source code

var const rotator RelativeRotation;

RemoteRole Source code

var ENetRole RemoteRole;

RenderInterface Source code

var transient RenderIterator RenderInterface;

RenderRevision Source code

var const native int RenderRevision;

Role Source code

var ENetRole Role;

SimAnim Source code

var transient AnimRep SimAnim;

StaticFilterState Source code

var native EFilterState StaticFilterState;

StaticMeshInstance Source code

var StaticMeshInstance StaticMeshInstance;

StaticMeshProjectors Source code

var const native array<StaticMeshProjectorRenderInfoPtr> StaticMeshProjectors;

StaticSectionBatches Source code

var const native array<BatchReference> StaticSectionBatches;

TimerCounter Source code

var const float TimerCounter;

TimerRate Source code

var float TimerRate;

Touching Source code

var const array<Actor> Touching;

TweenRate Source code

var float TweenRate;

UseReticleOnEvents Source code

var const array<string> UseReticleOnEvents;

XLevel Source code

var transient const Level XLevel;

Advanced

ActorTimeDilation Source code

var(Advanced) float ActorTimeDilation;

bAcceptsProjectors Source code

var(Advanced) bool bAcceptsProjectors;

bAutoEnableAgent Source code

var(Advanced) bool bAutoEnableAgent;

bCanTeleport Source code

var(Advanced) bool bCanTeleport;

bCollideWhenPlacing Source code

var(Advanced) bool bCollideWhenPlacing;

bDeleteMe Source code

var(Advanced) const bool bDeleteMe;

bDifficulty0 Source code

var(Advanced) bool bDifficulty0;

bDifficulty1 Source code

var(Advanced) bool bDifficulty1;

bDifficulty2 Source code

var(Advanced) bool bDifficulty2;

bDirectional Source code

var(Advanced) bool bDirectional;

bEdCanOverlap Source code

var(Advanced) bool bEdCanOverlap;

bEdShouldSnap Source code

var(Advanced) bool bEdShouldSnap;

bGameRelevant Source code

var(Advanced) bool bGameRelevant;

bHidden Source code

var(Advanced) bool bHidden;

bHiddenEd Source code

var(Advanced) bool bHiddenEd;

bHiddenEdGroup Source code

var(Advanced) bool bHiddenEdGroup;

bHiddenRelevant Source code

var(Advanced) bool bHiddenRelevant;

bHiddenUsable Source code

var(Advanced) bool bHiddenUsable;

bHighDetail Source code

var(Advanced) bool bHighDetail;

bIgnoreImpactForces Source code

var(Advanced) bool bIgnoreImpactForces;

bIgnoreSingularityDamage Source code

var(Advanced) bool bIgnoreSingularityDamage;

bIgnoreSingularityForces Source code

var(Advanced) bool bIgnoreSingularityForces;

bLaunchPawns Source code

var(Advanced) bool bLaunchPawns;

bLockLocation Source code

var(Advanced) bool bLockLocation;

bManualTick Source code

var(Advanced) bool bManualTick;

bMovable Source code

var(Advanced) bool bMovable;

bNeverBatch Source code

var(Advanced) bool bNeverBatch;

bNoDelete Source code

var(Advanced) const bool bNoDelete;

bRenderLater Source code

var(Advanced) bool bRenderLater;

bRenderNoPredict Source code

var(Advanced) bool bRenderNoPredict;

bRequiresWorldZBuffer Source code

var(Advanced) bool bRequiresWorldZBuffer;

bScriptInitialized Source code

var(Advanced) bool bScriptInitialized;

bStasis Source code

var(Advanced) bool bStasis;

bStatic Source code

var(Advanced) const bool bStatic;

DetailLevel Source code

var(Advanced) byte DetailLevel;

GoreLevel Source code

var(Advanced) byte GoreLevel;

LifeSpan Source code

var(Advanced) float LifeSpan;

Collision

bBlockActors Source code

var(Collision) bool bBlockActors;

bBlockNavigation Source code

var(Collision) bool bBlockNavigation;

bBlockNonZeroExtentTraces Source code

var(Collision) bool bBlockNonZeroExtentTraces;

bBlockPlayers Source code

var(Collision) bool bBlockPlayers;

bBlockStepping Source code

var(Collision) bool bBlockStepping;

bBlockZeroExtentTraces Source code

var(Collision) bool bBlockZeroExtentTraces;

bCanMantle Source code

var(Collision) bool bCanMantle;

bCollideActors Source code

var(Collision) const bool bCollideActors;

bCollideWorld Source code

var(Collision) bool bCollideWorld;

bNoStaticMeshCollide Source code

var(Collision) bool bNoStaticMeshCollide;

bPathColliding Source code

var(Collision) bool bPathColliding;

bProjTarget Source code

var(Collision) bool bProjTarget;

CanEncroachList Source code

var(Collision) array<class<Actor>> CanEncroachList;

CollisionHeight Source code

var(Collision) const float CollisionHeight;

CollisionRadius Source code

var(Collision) const float CollisionRadius;

Dialog

Speaker Source code

var(Dialog) string Speaker;

Display

ActorFOV Source code

var(Display) float ActorFOV;

AmbientColor Source code

var(Display) color AmbientColor;

AmbientGlow Source code

var(Display) byte AmbientGlow;

AnimFrame Source code

var(Display) float AnimFrame;

AnimRate Source code

var(Display) float AnimRate;

AnimSequence Source code

var(Display) name AnimSequence;

AntiPortal Source code

var(Display) ConvexVolume AntiPortal;

BlurDegree Source code

var(Display) float BlurDegree;

bMustFace Source code

var(Display) bool bMustFace;

bNoSmooth Source code

var(Display) bool bNoSmooth;

bShadowCast Source code

var(Display) bool bShadowCast;

bStaticLighting Source code

var(Display) bool bStaticLighting;

bUnlit Source code

var(Display) bool bUnlit;

bUseDynamicLights Source code

var(Display) bool bUseDynamicLights;

DrawScale Source code

var(Display) const float DrawScale;

DrawScale3D Source code

var(Display) const vector DrawScale3D;

DrawType Source code

var(Display) EDrawType DrawType;

LODBias Source code

var(Display) float LODBias;

Mesh Source code

var(Display) mesh Mesh;

MeshParams Source code

var(Display) string MeshParams;

PrePivot Source code

var(Display) vector PrePivot;

RenderBoundFactor Source code

var(Display) float RenderBoundFactor;

RenderIteratorClass Source code

var(Display) class<RenderIterator> RenderIteratorClass;

ScaleGlow Source code

var(Display) float ScaleGlow;

Skins Source code

var(Display) array<Material> Skins;

SpecialDisplayFlags Source code

var(Display) int SpecialDisplayFlags;

SpriteProjForward Source code

var(Display) float SpriteProjForward;

StaticMesh Source code

var(Display) StaticMesh StaticMesh;

Style Source code

var(Display) ERenderStyle Style;

TerrainZOffset Source code

var(Display) float TerrainZOffset;

Texture Source code

var(Display) Material Texture;

VisibilityHeight Source code

var(Display) float VisibilityHeight;

VisibilityRadius Source code

var(Display) float VisibilityRadius;

Events

bLocalGameEvent Source code

var(Events) bool bLocalGameEvent;

bTravelGameEvent Source code

var(Events) bool bTravelGameEvent;

Event Source code

var(Events) name Event;

Tag Source code

var(Events) name Tag;

Filter

bDoMissionFiltering Source code

var(Filter) bool bDoMissionFiltering;

bPostMission110276 Source code

var(Filter) bool bPostMission110276;

bPostMission83 Source code

var(Filter) bool bPostMission83;

bPreMission00 Source code

var(Filter) bool bPreMission00;

bPreMission01 Source code

var(Filter) bool bPreMission01;

bPreMission02 Source code

var(Filter) bool bPreMission02;

bPreMission03 Source code

var(Filter) bool bPreMission03;

bPreMission04 Source code

var(Filter) bool bPreMission04;

bPreMission05 Source code

var(Filter) bool bPreMission05;

bPreMission06 Source code

var(Filter) bool bPreMission06;

bPreMission07 Source code

var(Filter) bool bPreMission07;

bPreMission08 Source code

var(Filter) bool bPreMission08;

bPreMission09 Source code

var(Filter) bool bPreMission09;

bPreMission10 Source code

var(Filter) bool bPreMission10;

bPreMission11 Source code

var(Filter) bool bPreMission11;

bPreMission12 Source code

var(Filter) bool bPreMission12;

bPreMission13 Source code

var(Filter) bool bPreMission13;

Force

ForceRadius Source code

var(Force) float ForceRadius;

ForceScale Source code

var(Force) float ForceScale;

ForceType Source code

var(Force) EForceType ForceType;

Karma

KParams Source code

var(Karma) export editinline KarmaParams KParams;

LightColor

LightBrightness Source code

var(LightColor) byte LightBrightness;

LightHue Source code

var(LightColor) byte LightHue;

LightSaturation Source code

var(LightColor) byte LightSaturation;

Lighting

bActorShadows Source code

var(Lighting) bool bActorShadows;

bCorona Source code

var(Lighting) bool bCorona;

bDynamicLight Source code

var(Lighting) bool bDynamicLight;

bLensFlare Source code

var(Lighting) bool bLensFlare;

bLightParticles Source code

var(Lighting) const bool bLightParticles;

bSpecialLit Source code

var(Lighting) bool bSpecialLit;

LightCone Source code

var(Lighting) byte LightCone;

LightEffect Source code

var(Lighting) ELightEffect LightEffect;

LightPeriod Source code

var(Lighting) byte LightPeriod;

LightPhase Source code

var(Lighting) byte LightPhase;

LightPriority Source code

var(Lighting) float LightPriority;

LightRadius Source code

var(Lighting) byte LightRadius;

LightType Source code

var(Lighting) ELightType LightType;

VolumeBrightness Source code

var(Lighting) byte VolumeBrightness;

VolumeFog Source code

var(Lighting) byte VolumeFog;

VolumeRadius Source code

var(Lighting) byte VolumeRadius;

Mounting

bMountDetachDestroy Source code

var(Mounting) bool bMountDetachDestroy;

MountDetachPhysics Source code

var(Mounting) EPhysics MountDetachPhysics;

MountOrgLocation Source code

var(Mounting) vector MountOrgLocation;

MountOrgRotation Source code

var(Mounting) rotator MountOrgRotation;

MountParentNode Source code

var(Mounting) string MountParentNode;

MountParentTag Source code

var(Mounting) name MountParentTag;

Movement

AmbientRotationRate Source code

var(Movement) rotator AmbientRotationRate;

AttachTag Source code

var(Movement) name AttachTag;

bAllowClipping Source code

var(Movement) bool bAllowClipping;

bBounce Source code

var(Movement) bool bBounce;

bFixedRotationDir Source code

var(Movement) bool bFixedRotationDir;

bRotateToDesired Source code

var(Movement) bool bRotateToDesired;

Buoyancy Source code

var(Movement) float Buoyancy;

DesiredRotation Source code

var(Movement) rotator DesiredRotation;

FallingAddedAcceleration Source code

var(Movement) vector FallingAddedAcceleration;

FallingMaxVelocityXY Source code

var(Movement) float FallingMaxVelocityXY;

FallingMaxVelocityZ Source code

var(Movement) float FallingMaxVelocityZ;

Location Source code

var(Movement) const vector Location;

Mass Source code

var(Movement) float Mass;

Physics Source code

var(Movement) EPhysics Physics;

Rotation Source code

var(Movement) const rotator Rotation;

RotationRate Source code

var(Movement) rotator RotationRate;

SwingFriction Source code

var(Movement) float SwingFriction;

SwingGravDir Source code

var(Movement) vector SwingGravDir;

SwingLength Source code

var(Movement) float SwingLength;

SwingPivot Source code

var(Movement) vector SwingPivot;

Velocity Source code

var(Movement) vector Velocity;

Object

Group Source code

var(Object) name Group;

InitialState Source code

var(Object) name InitialState;

Sound

AmbientSound Source code

var(Sound) sound AmbientSound;

SoundOcclusion Source code

var(Sound) ESoundOcclusion SoundOcclusion;

SoundPitch Source code

var(Sound) byte SoundPitch;

SoundRadius Source code

var(Sound) float SoundRadius;

SoundVolume Source code

var(Sound) byte SoundVolume;

TransientSoundRadius Source code

var(Sound) float TransientSoundRadius;

TransientSoundVolume Source code

var(Sound) float TransientSoundVolume;


Enumerations Detail

EDoubleClickDir Source code

enum EDoubleClickDir
{
DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done
};

EDrawType Source code

enum EDrawType
{
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, DT_Custom, DT_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface
};

EFilterState Source code

enum EFilterState
{
FS_Maybe, FS_Yes, FS_No
};

EForceType Source code

enum EForceType
{
FT_None, FT_DragAlong,
};

ELightEffect Source code

enum ELightEffect
{
LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Spotlight2, LE_SquareSpotlight, LE_Unused, LE_Sunlight, LE_QuadraticNonIncidence
};

ELightType Source code

enum ELightType
{
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_Scripted, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_PawnProximity
};

EMeshNodeRelType Source code

enum EMeshNodeRelType
{
MESHNODEREL_World, MESHNODEREL_Mesh, MESHNODEREL_ParentNode, MESHNODEREL_RefPose,
};

EMusicTransition Source code

enum EMusicTransition
{
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,
};

ENetRole Source code

enum ENetRole
{
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,
};

EPhysics Source code

enum EPhysics
{
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer, PHYS_Ladder, PHYS_RootMotion, PHYS_Swinging, PHYS_Karma, PHYS_KarmaRagDoll
};

ERenderStyle Source code

enum ERenderStyle
{
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Brighten, STY_Modulated, STY_Alpha, STY_Particle
};

ESoundOcclusion Source code

enum ESoundOcclusion
{
OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
};

ESoundSlot Source code

enum ESoundSlot
{
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface, SLOT_Dialog, SLOT_Weapon,
};

ETacticalMoveType Source code

enum ETacticalMoveType
{
TMT_None, TMT_Basic, TMT_Serpentine,
};

ETravelType Source code

enum ETravelType
{
TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
};


Structures Detail

ActorList Source code

struct ActorList
{
var(Actor) array<ActorType> ActorTypes;
var(Actor) array<Actor> List;
var(Actor) name ListName;
};


ActorRenderDataPtr Source code

struct ActorRenderDataPtr
{
var int Ptr;
};


ActorType Source code

struct ActorType
{
var(Actor) bool bExcludeSubclasses;
var(Actor) Class ClassType;
};


AnimRep Source code

struct AnimRep
{
var byte AnimFrame;
var byte AnimRate;
var name AnimSequence;
var bool bAnimLoop;
var byte TweenRate;
};


AnimStruct Source code

struct AnimStruct
{
var(Actor) byte alpha;
var(Actor) float AnimRate;
var(Actor) name AnimSequence;
var(Actor) bool bLoopAnim;
var(Actor) name BoneName;
var(Actor) byte LeadIn;
var(Actor) byte LeadOut;
};


BatchReference Source code

struct BatchReference
{
var int BatchIndex;
var int ElementIndex;
};


CheckResult Source code

struct CheckResult
{
var(Actor) Actor Actor;
var(Actor) int Item;
var(Actor) vector Location;
var(Actor) Material Material;
var(Actor) Object Next;
var(Actor) vector Normal;
var(Actor) Primitive Primitive;
var(Actor) float Time;
};


Face Source code

struct Face
{
var array<vector> Points;
};


LightRenderDataPtr Source code

struct LightRenderDataPtr
{
var int Ptr;
};


PointRegion Source code

struct PointRegion
{
var int iLeaf;
var zoneinfo Zone;
var byte ZoneNumber;
};


ProjectorRenderInfoPtr Source code

struct ProjectorRenderInfoPtr
{
var int Ptr;
};


StaticMeshProjectorRenderInfoPtr Source code

struct StaticMeshProjectorRenderInfoPtr
{
var int Ptr;
};


TCollision Source code

struct TCollision
{
var(Actor) float Height;
var(Actor) float Radius;
};



Functions Detail

* Source code

native(550) static final operator color * ( float A, color B )

* Source code

native(552) static final operator color * ( color A, float B )

+ Source code

native(551) static final operator color + ( color A, color B )

- Source code

native(549) static final operator color - ( color A, color B )

AddActor Source code

native static final function AddActor ( Actor A, optional Color C )

AddActorAt Source code

static final function AddActorAt ( Actor A, vector TargetLocation, optional Color C ) )

AddArrow Source code

native static final function AddArrow ( vector Start, vector End, optional Color C )

AddBox Source code

native static final function AddBox ( vector Location, vector Extent, optional Color C )

AddCylinder Source code

native static final function AddCylinder ( vector Location, float Radius, float Height, optional Color C )

AddLine Source code

native static final function AddLine ( vector Start, vector End, optional Color C )

AlignMeshSpecialHandling Source code

event AlignMeshSpecialHandling ( bool bFloating )

AllActors Source code

native(304) final iterator function AllActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag )

AnimBlendParams Source code

native final function AnimBlendParams ( int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName )

AnimBlendToAlpha Source code

native final function AnimBlendToAlpha ( int Stage, float TargetAlpha, float TimeInterval )

AnimEnd Source code

event AnimEnd ( int Channel )

AnimIsInGroup Source code

native final function bool AnimIsInGroup ( int Channel, name GroupName )

Attach Source code

event Attach ( Actor Other )

AttachToBone Source code

native final function bool AttachToBone ( actor Attachment, name BoneName )

AutoDestroy Source code

function AutoDestroy ( ) )

AutonomousPhysics Source code

native(3971) final function AutonomousPhysics ( float DeltaSeconds )

BaseChange Source code

event BaseChange ( )

BasedActors Source code

native(306) final iterator function BasedActors ( class<actor> BaseClass, out actor Actor )

BecomeViewTarget Source code

function BecomeViewTarget ( )

BeginEvent Source code

function BeginEvent ( )

BeginPlay Source code

event BeginPlay ( )

BM Source code

simulated final function BM ( coerce string Msg ) )

BroadcastLocalizedMessage Source code

function BroadcastLocalizedMessage ( class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

Bump Source code

event Bump ( Actor Other )

CanHit Source code

function bool CanHit ( Controller AttackingController ) )

CanSplash Source code

function bool CanSplash ( ) )

ChildActors Source code

native(305) final iterator function ChildActors ( class<actor> BaseClass, out actor Actor )

ClearRenderData Source code

native final function ClearRenderData ( )

CollidingActors Source code

native simulated final iterator function CollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )

ColorBlack Source code

static final function Color ColorBlack ( ) )

ColorBlue Source code

static final function Color ColorBlue ( ) )

ColorBrown Source code

static final function Color ColorBrown ( ) )

ColorCyan Source code

static final function Color ColorCyan ( ) )

ColorDkBlue Source code

static final function Color ColorDkBlue ( ) )

ColorDkCyan Source code

static final function Color ColorDkCyan ( ) )

ColorDkGreen Source code

static final function Color ColorDkGreen ( ) )

ColorDkGrey Source code

static final function Color ColorDkGrey ( ) )

ColorDkMagenta Source code

static final function Color ColorDkMagenta ( )

ColorDkRed Source code

static final function Color ColorDkRed ( ) )

ColorDkYellow Source code

static final function Color ColorDkYellow ( ) )

ColorGreen Source code

static final function Color ColorGreen ( ) )

ColorGrey Source code

static final function Color ColorGrey ( ) )

ColorLtGrey Source code

static final function Color ColorLtGrey ( ) )

ColorMagenta Source code

static final function Color ColorMagenta ( ) )

ColorOrange Source code

static final function Color ColorOrange ( ) )

ColorPink Source code

static final function Color ColorPink ( ) )

ColorRed Source code

static final function Color ColorRed ( ) )

ColorWhite Source code

static final function Color ColorWhite ( ) )

ColorYellow Source code

static final function Color ColorYellow ( ) )

ConsoleCommand Source code

native function string ConsoleCommand ( string Command )

DemoPlaySound Source code

native simulated event DemoPlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )

Destroy Source code

native(279) final function bool Destroy ( )

Destroyed Source code

event Destroyed ( )

Detach Source code

event Detach ( Actor Other )

DetachFromBone Source code

native final function bool DetachFromBone ( actor Attachment )

DialogBegin Source code

event DialogBegin ( Actor Other )

DialogEnd Source code

event DialogEnd ( )

DialogInitiate Source code

function DialogInitiate ( Actor Other, optional name Topic, optional Actor WaitingActor )

DialogPause Source code

function DialogPause ( )

DialogSetEndingFocus Source code

function DialogSetEndingFocus ( Actor FocusActor )

DialogSetFocus Source code

function DialogSetFocus ( Actor FocusActor )

DialogTerminate Source code

function DialogTerminate ( )

DialogUnPause Source code

function DialogUnPause ( )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DM Source code

simulated final function DM ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ) )

DMAssert Source code

function DMAssert ( bool bTestCondition, coerce string Msg, optional coerce string Prefix ) )

DMN Source code

simulated final function DMN ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ) )

DMT Source code

simulated final function DMT ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ) )

DMTN Source code

simulated final function DMTN ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ) )

DMTNS Source code

simulated final function DMTNS ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ) )

DOREP Source code

native final function DOREP ( name Variable )

DTM Source code

simulated final function DTM ( name TraceName, Actor ContextActor, coerce string Msg ) )

DynamicActors Source code

native(313) final iterator function DynamicActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag, optional float Radius, optional vector Loc )

EnableChannelNotify Source code

native final function EnableChannelNotify ( int Channel, int Switch )

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( actor Other )

EndedRotation Source code

event EndedRotation ( )

EndEvent Source code

function EndEvent ( )

Error Source code

native(233) final function Error ( coerce string S )

FallLanding Source code

native final function vector FallLanding ( vector TestLocation, vector TestVelocity )

FastTrace Source code

native(548) final function bool FastTrace ( vector TraceEnd, optional vector TraceStart )

FellOutOfWorld Source code

event FellOutOfWorld ( ) )

FindActorByTag Source code

simulated final function actor FindActorByTag ( class<actor> ActorClass, name ActorName) )

FindBase Source code

native final function FindBase ( )

FinishAnim Source code

native(261) final latent function FinishAnim ( optional int Channel, optional bool bKillLoop )

FinishInterpolation Source code

native(301) final latent function FinishInterpolation ( )

FitActorAt Source code

native final function int FitActorAt ( out vector TargetLocation, optional float TargetCollisionRadius, optional float TargetCollisionHeight )

FORCEREP Source code

native final function FORCEREP ( name Variable )

GainedChild Source code

event GainedChild ( Actor Other )

GetAgentAnimInfo Source code

function GetAgentAnimInfo ( out array<string> InfoStrings ) )

GetAgentInputInfo Source code

function GetAgentInputInfo ( out array<string> Strings ) )

GetAnim Source code

native simulated final function name GetAnim ( int Index )

GetAnimBaseName Source code

native simulated final function name GetAnimBaseName ( name Sequence )

GetAnimCount Source code

native simulated final function int GetAnimCount ( )

GetAnimExtInfo1 Source code

native simulated final function name GetAnimExtInfo1 ( name Sequence )

GetAnimExtInfo2 Source code

native simulated final function name GetAnimExtInfo2 ( name Sequence )

GetAnimFrames Source code

native simulated final function int GetAnimFrames ( name Sequence )

GetAnimGroup Source code

native simulated final function name GetAnimGroup ( name Sequence )

GetAnimIndex Source code

native simulated final function int GetAnimIndex ( name Sequence )

GetAnimParams Source code

native final function GetAnimParams ( int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate, out float OutAnimBlend, optional bool bDeprecated )

GetAnimSlot Source code

native simulated final function name GetAnimSlot ( name Sequence )

GetAnimVersion Source code

native simulated final function string GetAnimVersion ( name Sequence )

GetAverageSurfaceNormal Source code

native final function bool GetAverageSurfaceNormal ( vector TraceVector, vector TraceOffset1, vector TraceOffset2, vector TraceOffset3, out vector Normal )

GetBoneCoords Source code

native final function coords GetBoneCoords ( name BoneName )

GetBoneRotation Source code

native final function rotator GetBoneRotation ( name BoneName, optional int Space )

GetCacheEntry Source code

native final function bool GetCacheEntry ( int Num, out string GUID, out string Filename )

GetClient Source code

native final Client function GetClient ( )

GetCollisionBoundingBox Source code

native function box GetCollisionBoundingBox ( optional actor Owner )

GetCommandLine Source code

function string GetCommandLine ( ) )

GetDescription Source code

function string GetDescription ( )

GetGoreDetailLevel Source code

native final function int GetGoreDetailLevel ( )

GetHumanReadableName Source code

function String GetHumanReadableName ( ) )

GetItemName Source code

static function String GetItemName ( string FullName ) )

GetLocalString Source code

static function string GetLocalString ( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ) )

GetMapName Source code

native(539) final function string GetMapName ( string NameEnding, string MapName, int Dir )

GetMaxDetailLevel Source code

native final function int GetMaxDetailLevel ( )

GetNextInt Source code

native final function string GetNextInt ( string ClassName, int Num )

GetNextIntDesc Source code

native final function GetNextIntDesc ( string ClassName, int Num, out string Entry, out string Description )

GetNextSkin Source code

native(545) final function GetNextSkin ( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc )

GetNotifyChannel Source code

native final function int GetNotifyChannel ( )

GetOggDuration Source code

native final function float GetOggDuration ( string Filename )

GetRenderBoundingBox Source code

native function box GetRenderBoundingBox ( optional actor Owner )

GetRenderBoundingSphere Source code

native final function plane GetRenderBoundingSphere ( )

GetRootLocation Source code

native final function vector GetRootLocation ( )

GetRootLocationDelta Source code

native final function vector GetRootLocationDelta ( )

GetRootRotation Source code

native final function rotator GetRootRotation ( )

GetRootRotationDelta Source code

native final function rotator GetRootRotationDelta ( )

GetSkill Source code

function float GetSkill ( ) )

GetSoundDuration Source code

native final function float GetSoundDuration ( sound Sound )

GetURLMap Source code

native(547) final function string GetURLMap ( )

HasAnim Source code

native(263) final function bool HasAnim ( name Sequence )

HitWall Source code

event HitWall ( vector HitNormal, actor HitWall )

HitWallEx Source code

event HitWallEx ( CheckResult Hit ) )

HurtRadius Source code

simulated final function HurtRadius ( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional bool bNoFalloff ) )

ID Source code

static final function ID ( ) )

IsAnimating Source code

native(282) final function bool IsAnimating ( optional int Channel )

IsDetailLevelOK Source code

function bool IsDetailLevelOK ( ) )

IsDifficultyOK Source code

function bool IsDifficultyOK ( ) )

IsGoreOK Source code

function bool IsGoreOK ( ) )

IsInPain Source code

function bool IsInPain ( ) )

IsInVolume Source code

function bool IsInVolume ( Volume aVolume) )

IsNPC Source code

function bool IsNPC ( )

IsPlayer Source code

function bool IsPlayer ( )

IsRealPlayer Source code

function bool IsRealPlayer ( )

IsTweening Source code

native final function bool IsTweening ( int Channel )

IsUsable Source code

function bool IsUsable ( optional Actor Other )

KAddForce Source code

native final function KAddForce ( vector Force )

KAddImpulse Source code

native final function KAddImpulse ( vector Impulse, vector Position )

KAddTorque Source code

native final function KAddTorque ( vector Torque )

KDisableCollision Source code

native final function KDisableCollision ( actor Other )

KEnableCollision Source code

native final function KEnableCollision ( actor Other )

KGetCOMOffset Source code

native final function KGetCOMOffset ( out vector Offset )

KGetCOMPosition Source code

native final function KGetCOMPosition ( out vector pos )

KGetDampingProps Source code

native final function KGetDampingProps ( out float lindamp, out float angdamp )

KGetFriction Source code

native final function float KGetFriction ( )

KGetImpactThreshold Source code

native final function float KGetImpactThreshold ( )

KGetInertiaTensor Source code

native final function KGetInertiaTensor ( out vector it1, out vector it2 )

KGetMass Source code

native final function float KGetMass ( )

KGetRestitution Source code

native final function float KGetRestitution ( )

KilledBy Source code

function KilledBy ( pawn EventInstigator )

KImpact Source code

event KImpact ( actor other, vector pos, vector impactVel, vector impactNorm )

KSetCOMOffset Source code

native final function KSetCOMOffset ( vector Offset )

KSetDampingProps Source code

native final function KSetDampingProps ( float lindamp, float angdamp )

KSetFriction Source code

native final function KSetFriction ( float Friction )

KSetImpactThreshold Source code

native final function KSetImpactThreshold ( float thresh )

KSetInertiaTensor Source code

native final function KSetInertiaTensor ( vector it1, vector it2 )

KSetMass Source code

native final function KSetMass ( float mass )

KSetRestitution Source code

native final function KSetRestitution ( float rest )

KSetStayUpright Source code

native final function KSetStayUpright ( bool stayUpright, bool allowRotate )

KWake Source code

native final function KWake ( )

Landed Source code

event Landed ( vector HitNormal )

LandedEx Source code

event LandedEx ( CheckResult Hit ) )

LinkSkelAnim Source code

native final function LinkSkelAnim ( MeshAnimation Anim )

LockRootMotion Source code

native final function LockRootMotion ( int Lock )

LoopAnim Source code

native(260) final function LoopAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )

LostChild Source code

event LostChild ( Actor Other )

MakeColor Source code

static final function Color MakeColor ( byte R, byte G, byte B, optional byte A ) )

MakeNoise Source code

native(512) final function MakeNoise ( float Loudness )

MatchStarting Source code

function MatchStarting ( )

MeshAgentCallAction Source code

native simulated final function float MeshAgentCallAction ( name InActionName )

MeshAgentEnableChannel Source code

native simulated final function bool MeshAgentEnableChannel ( int InChannelIndex, bool InEnable )

MeshAgentGetActionCount Source code

native simulated final function int MeshAgentGetActionCount ( )

MeshAgentGetActionName Source code

native simulated final function name MeshAgentGetActionName ( int InActionIndex )

MeshAgentGetChannelBoundAction Source code

native simulated final function name MeshAgentGetChannelBoundAction ( int InChannelIndex )

MeshAgentGetChannelBoundLevel Source code

native simulated final function int MeshAgentGetChannelBoundLevel ( int InChannelIndex )

MeshAgentGetChannelBoundTime Source code

native simulated final function float MeshAgentGetChannelBoundTime ( int InChannelIndex )

MeshAgentGetChannelCount Source code

native simulated final function int MeshAgentGetChannelCount ( )

MeshAgentGetChannelName Source code

native simulated final function name MeshAgentGetChannelName ( int InChannelIndex )

MeshAgentGetChannelScriptName Source code

native simulated final function name MeshAgentGetChannelScriptName ( int InChannelIndex )

MeshAgentGetInputCount Source code

native simulated final function int MeshAgentGetInputCount ( )

MeshAgentGetInputCurValue Source code

native simulated final function name MeshAgentGetInputCurValue ( name InInputName )

MeshAgentGetInputName Source code

native simulated final function name MeshAgentGetInputName ( int InInputIndex )

MeshAgentGetInputValueCount Source code

native simulated final function int MeshAgentGetInputValueCount ( int InInputIndex )

MeshAgentGetInputValueName Source code

native simulated final function name MeshAgentGetInputValueName ( int InInputIndex, int InValueIndex )

MeshAgentImmediateAction Source code

native simulated final function float MeshAgentImmediateAction ( string InActionText )

MeshAgentResetChannel Source code

native simulated final function bool MeshAgentResetChannel ( int InChannelIndex )

MeshAgentSetInputCurValue Source code

native simulated final function bool MeshAgentSetInputCurValue ( name InInputName, name InInputValue )

MeshAgentSetInputLock Source code

native simulated final function bool MeshAgentSetInputLock ( name InInputName, bool InLocked )

MeshGetAttachments Source code

native simulated final function MeshGetAttachments ( string Name, out array<Actor> Attachments )

MeshGetNodeCount Source code

native simulated final function int MeshGetNodeCount ( optional bool InDefault )

MeshGetNodeIndexed Source code

native simulated final function int MeshGetNodeIndexed ( int InIndex, optional bool InDefault )

MeshGetNodeNamed Source code

native simulated final function int MeshGetNodeNamed ( string InNameStr, optional bool InDefault )

MeshGetNodeWeapon Source code

native simulated final function string MeshGetNodeWeapon ( optional mesh Mesh )

MeshGetSatelliteActor Source code

native simulated final function actor MeshGetSatelliteActor ( name InSatelliteName )

MeshGetSatelliteLocation Source code

native simulated final function vector MeshGetSatelliteLocation ( name InSatelliteName )

MeshGetStaticMeshAttachmentOffset Source code

native simulated final function vector MeshGetStaticMeshAttachmentOffset ( int AttachmentIndex )

MeshNodeGetIndex Source code

native simulated final function int MeshNodeGetIndex ( int InNode )

MeshNodeGetRotation Source code

native simulated final function rotator MeshNodeGetRotation ( int InNode, optional EMeshNodeRelType InRelType )

MeshNodeGetScale Source code

native simulated final function vector MeshNodeGetScale ( int InNode, optional EMeshNodeRelType InRelType )

MeshNodeGetTranslation Source code

native simulated final function vector MeshNodeGetTranslation ( int InNode, optional EMeshNodeRelType InRelType )

MeshNodeSetRotation Source code

native simulated final function MeshNodeSetRotation ( int InNode, rotator InRotation, optional EMeshNodeRelType InRelType )

MeshNodeSetScale Source code

native simulated final function MeshNodeSetScale ( int InNode, vector InScale, optional EMeshNodeRelType InRelType )

MeshNodeSetTranslation Source code

native simulated final function MeshNodeSetTranslation ( int InNode, vector InTranslation, optional EMeshNodeRelType InRelType )

MeshSetSatellite Source code

native simulated final function int MeshSetSatellite ( name InSatelliteName, actor InTargetActor, optional vector InTargetLocation )

MeshSetStaticMeshAttachmentOffset Source code

native simulated final function MeshSetStaticMeshAttachmentOffset ( int AttachmentIndex, vector Offset )

MeshSetStaticMeshAttachmentSkin Source code

native simulated final function MeshSetStaticMeshAttachmentSkin ( int AttachmentIndex, int SkinIndex, material Skin )

MeshSetStaticMeshAttachmentSkinsAll Source code

native simulated final function MeshSetStaticMeshAttachmentSkinsAll ( material Skin )

ModifyDefaultProperties Source code

event ModifyDefaultProperties ( actor SpawningActor )

MountSetParent Source code

function MountSetParent ( actor InParent) )

Move Source code

native(266) final function bool Move ( vector Delta, optional bool bTest )

MoveAttachment Source code

simulated final function MoveAttachment ( string Parms ) )

MoveCacheEntry Source code

native final function bool MoveCacheEntry ( string GUID, optional string NewFilename )

MoveSmooth Source code

native(3969) final function bool MoveSmooth ( vector Delta )

NearSpot Source code

simulated final function bool NearSpot ( vector Spot) )

NotifyGoreDetailChanged Source code

function NotifyGoreDetailChanged ( byte NewGoreDetailLevel )

NotifyLog Source code

simulated final function NotifyLog ( string Msg )

NotifyPlaySound Source code

simulated final function NotifyPlaySound ( string SoundStr ) )

NotifyPlaySoundRadius Source code

simulated final function NotifyPlaySoundRadius ( float Radius, string SoundStr ) )

NotifyUnuse Source code

function NotifyUnuse ( Actor Other )

OD Source code

static final function OD ( ) )

OnUnuse Source code

function OnUnuse ( Actor Other )

OnUse Source code

function OnUse ( Actor Other )

ParticleTrigger Source code

simulated final event ParticleTrigger ( string Name ) )

ParticleUnTrigger Source code

simulated final event ParticleUnTrigger ( string Name ) )

PauseAudio Source code

native function PauseAudio ( optional bool bPauseMusic )

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume NewVolume )

PlayAnim Source code

native(259) final function PlayAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )

PlayerCanSeeMe Source code

native(532) final function bool PlayerCanSeeMe ( )

PlayMusic Source code

native final function int PlayMusic ( string Song, float FadeInTime )

PlayOwnedSound Source code

native simulated final function PlayOwnedSound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )

PlaySound Source code

native(264) final function PlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate )

PlayVoice Source code

native final function sound PlayVoice ( string Filename, optional float Volume, optional float Radius, optional float Pitch )

PlusDir Source code

function bool PlusDir ( int A, int B) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PostTeleport Source code

function PostTeleport ( Teleporter OutTeleporter )

PostTouch Source code

event PostTouch ( Actor Other )

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )

PreparedForDialog Source code

function bool PreparedForDialog ( ) )

PreTeleport Source code

function bool PreTeleport ( Teleporter InTeleporter )

RadiusActors Source code

native(310) final iterator function RadiusActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )

RedoBNetInitial Source code

native final function RedoBNetInitial ( )

RefreshAllScriptProcesses Source code

native simulated final function RefreshAllScriptProcesses ( )

ReplaceText Source code

final function ReplaceText ( out string Text, string Replace, string With) )

Replication Source code

event Replication ( ) )

Reset Source code

function Reset ( )

SetBase Source code

native(298) final function SetBase ( actor NewBase, optional vector NewFloor )

SetBoneDirection Source code

native final function SetBoneDirection ( name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha )

SetBoneLocation Source code

native final function SetBoneLocation ( name BoneName, optional vector BoneTrans, optional float Alpha )

SetBoneRotation Source code

native final function SetBoneRotation ( name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha )

SetBoneScale Source code

native final function SetBoneScale ( int Slot, optional float BoneScale, optional name BoneName )

SetClassStatic Source code

native final function SetClassStatic ( class<Actor> TargetClass, bool bVal )

SetCollision Source code

native(262) final function SetCollision ( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers )

SetCollisionSize Source code

native(283) final function bool SetCollisionSize ( float NewRadius, float NewHeight )

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, Material NewTexture, bool bLighting ) )

SetDrawScale Source code

native final function SetDrawScale ( float NewScale )

SetDrawScale3D Source code

native final function SetDrawScale3D ( vector NewScale3D )

SetDrawType Source code

native final function SetDrawType ( EDrawType NewDrawType )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetLocation Source code

native(267) final function bool SetLocation ( vector NewLocation )

SetOwner Source code

native(272) final function SetOwner ( actor NewOwner )

SetPhysics Source code

native(3970) final function SetPhysics ( EPhysics newPhysics )

SetRelativeLocation Source code

native final function bool SetRelativeLocation ( vector NewLocation )

SetRelativeRotation Source code

native final function bool SetRelativeRotation ( rotator NewRotation )

SetRotation Source code

native(299) final function bool SetRotation ( rotator NewRotation )

SetTimer Source code

native(280) final function SetTimer ( float NewTimerRate, bool bLoop )

ShouldDestroy Source code

function bool ShouldDestroy ( ) )

SingleLineCheck Source code

native(1092) final function bool SingleLineCheck ( out CheckResult Hit , Actor Source , vector End , vector Start , int TraceFlags , optional vector Extent )

Sleep Source code

native(256) final latent function Sleep ( float Seconds )

Spawn Source code

native(278) final function actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation , optional actor SpawnTemplate , optional actor Spawner , optional bool bSkipCollisionCheck )

SpecialHandling Source code

event Actor SpecialHandling ( Pawn Other )

StartInterpolation Source code

simulated function StartInterpolation ( ) )

StopAllMusic Source code

native final function StopAllMusic ( float FadeOutTime )

StopAnimating Source code

native final function StopAnimating ( )

StopMovement Source code

function StopMovement ( bool bKillAcceleration, bool bKillVelocity ) )

StopMusic Source code

native final function StopMusic ( int SongHandle, float FadeOutTime )

StopSound Source code

native function StopSound ( sound Sound, optional float FadeOutDuration )

StopSoundSlot Source code

native function StopSoundSlot ( ESoundSlot Slot, optional bool bStopNoOverrideSounds )

StopVoice Source code

native final function StopVoice ( )

StopVoiceFile Source code

native final function StopVoiceFile ( string Filename )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType )

Tick Source code

event Tick ( float DeltaTime )

Timer Source code

event Timer ( )

TM Source code

simulated final function TM ( name TraceName, Actor ContextActor, coerce string Msg ) )

Touch Source code

event Touch ( Actor Other )

TouchingActor Source code

simulated final function bool TouchingActor ( Actor A) )

TouchingActors Source code

native(307) final iterator function TouchingActors ( class<actor> BaseClass, out actor Actor )

Trace Source code

native(277) final function Actor Trace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material, optional int TraceFlags )

TraceActors Source code

native(309) final iterator function TraceActors ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent )

TraceTexture Source code

native(1074) final function Material TraceTexture ( vector TraceEnd, optional vector TraceStart )

TravelPostAccept Source code

event TravelPostAccept ( )

TravelPreAccept Source code

event TravelPreAccept ( )

Trigger Source code

function Trigger ( Actor Other, Pawn EventInstigator, optional name EventName )

TriggerEvent Source code

event TriggerEvent ( Name EventName, Actor Other, Pawn EventInstigator ) )

TweenAnim Source code

native(294) final function TweenAnim ( name Sequence, float Time, optional int Channel )

UnPauseAudio Source code

native function UnPauseAudio ( )

UnTouch Source code

event UnTouch ( Actor Other )

UnTrigger Source code

function UnTrigger ( Actor Other, Pawn EventInstigator, optional name EventName )

UntriggerEvent Source code

function UntriggerEvent ( Name EventName, Actor Other, Pawn EventInstigator ) )

UpdateMountPhysics Source code

native final simulated function UpdateMountPhysics ( )

UsedBy Source code

function UsedBy ( Pawn user )

VisibleActors Source code

native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc )

VisibleCollidingActors Source code

native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden )

ZoneChange Source code

event ZoneChange ( ZoneInfo NewZone )


Defaultproperties

defaultproperties
{
	DrawType=DT_Sprite
	bUseDynamicLights=true
	bIgnoreSingularityDamage=true
	bIgnoreSingularityForces=true
	bReplicateMovement=true
	bDifficulty0=true
	bDifficulty1=true
	bDifficulty2=true
	SwingGravDir=(Z=-1.000000)
	Role=ROLE_Authority
	RemoteRole=ROLE_DumbProxy
	LODBias=1.000000
	FallingMaxVelocityZ=-10000000.000000
	FallingMaxVelocityXY=10000000.000000
	ActorTimeDilation=1.000000
	Texture=Texture'Engine.S_Actor'
	DrawScale=1.000000
	DrawScale3D=(X=1.000000,Y=1.000000,Z=1.000000)
	ScaleGlow=1.000000
	RenderBoundFactor=1.000000
	Style=STY_Normal
	bMustFace=true
	bMovable=true
	SoundRadius=64.000000
	SoundVolume=128
	SoundPitch=64
	TransientSoundVolume=1.000000
	TransientSoundRadius=80.000000
	CollisionRadius=22.000000
	CollisionHeight=22.000000
	bBlockZeroExtentTraces=true
	bBlockNonZeroExtentTraces=true
	bCanMantle=true
	LightPriority=1.000000
	bJustTeleported=true
	Mass=100.000000
	NetPriority=1.000000
	NetUpdateFrequency=100.000000
	MessageClass=Class'Engine.LocalMessage'
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
	bPreMission01=true
	bPreMission02=true
	bPreMission03=true
	bPreMission04=true
	bPreMission05=true
	bPreMission06=true
	bPreMission07=true
	bPreMission08=true
	bPreMission09=true
	bPreMission10=true
	bPreMission11=true
	bPreMission12=true
}

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Creation time: sk 3-1-2016 10:48:27.159 - Created with UnCodeX