- 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
Inherited Contants from Core.Object |
DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotifyStateChange, RotationUnitsToDegrees |
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,
|
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 |
| color | * (float A, color B)
|
| color | * (color A, float B)
|
| color | + (color A, color B)
|
| color | - (color A, color B)
|
| | AddActor (Actor A, optional Color C)
|
| | AddActorAt (Actor A, vector TargetLocation, optional Color C ))
|
| | AddArrow (vector Start, vector End, optional Color C)
|
| | AddBox (vector Location, vector Extent, optional Color C)
|
| | AddCylinder (vector Location, float Radius, float Height, optional Color C)
|
| | AddLine (vector Start, vector End, optional Color C)
|
| | AlignMeshSpecialHandling (bool bFloating)
|
| | AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
|
| | AnimBlendParams (int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName)
|
| | AnimBlendToAlpha (int Stage, float TargetAlpha, float TimeInterval)
|
| | AnimEnd (int Channel)
|
| bool | AnimIsInGroup (int Channel, name GroupName)
|
| | Attach (Actor Other)
|
| bool | AttachToBone (actor Attachment, name BoneName)
|
| | AutoDestroy ()))
|
| | AutonomousPhysics (float DeltaSeconds)
|
| | BaseChange ()
|
| | BasedActors (class<actor> BaseClass, out actor Actor)
|
| | BecomeViewTarget ()
|
| | BeginEvent ()
|
| | BeginPlay ()
|
| | BM (coerce string Msg ))
|
| | BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
|
| | Bump (Actor Other)
|
| bool | CanHit (Controller AttackingController ))
|
| bool | CanSplash ()))
|
| | ChildActors (class<actor> BaseClass, out actor Actor)
|
| | ClearRenderData ()
|
| | CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
|
| Color | ColorBlack ()))
|
| Color | ColorBlue ()))
|
| Color | ColorBrown ()))
|
| Color | ColorCyan ()))
|
| Color | ColorDkBlue ()))
|
| Color | ColorDkCyan ()))
|
| Color | ColorDkGreen ()))
|
| Color | ColorDkGrey ()))
|
| Color | ColorDkMagenta ()
|
| Color | ColorDkRed ()))
|
| Color | ColorDkYellow ()))
|
| Color | ColorGreen ()))
|
| Color | ColorGrey ()))
|
| Color | ColorLtGrey ()))
|
| Color | ColorMagenta ()))
|
| Color | ColorOrange ()))
|
| Color | ColorPink ()))
|
| Color | ColorRed ()))
|
| Color | ColorWhite ()))
|
| Color | ColorYellow ()))
|
| string | ConsoleCommand (string Command)
|
| | DemoPlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
|
| bool | Destroy ()
|
| | Destroyed ()
|
| | Detach (Actor Other)
|
| bool | DetachFromBone (actor Attachment)
|
| | DialogBegin (Actor Other)
|
| | DialogEnd ()
|
| | DialogInitiate (Actor Other, optional name Topic, optional Actor WaitingActor)
|
| | DialogPause ()
|
| | DialogSetEndingFocus (Actor FocusActor)
|
| | DialogSetFocus (Actor FocusActor)
|
| | DialogTerminate ()
|
| | DialogUnPause ()
|
| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|
| | DM (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
|
| | DMAssert (bool bTestCondition, coerce string Msg, optional coerce string Prefix ))
|
| | DMN (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
|
| | DMT (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
|
| | DMTN (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
|
| | DMTNS (coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ))
|
| | DOREP (name Variable)
|
| | DTM (name TraceName, Actor ContextActor, coerce string Msg ))
|
| | DynamicActors (class<actor> BaseClass, out actor Actor, optional name MatchTag, optional float Radius, optional vector Loc)
|
| | EnableChannelNotify (int Channel, int Switch)
|
| | EncroachedBy (actor Other)
|
| bool | EncroachingOn (actor Other)
|
| | EndedRotation ()
|
| | EndEvent ()
|
| | Error (coerce string S)
|
| vector | FallLanding (vector TestLocation, vector TestVelocity)
|
| bool | FastTrace (vector TraceEnd, optional vector TraceStart)
|
| | FellOutOfWorld ()))
|
| actor | FindActorByTag (class<actor> ActorClass, name ActorName))
|
| | FindBase ()
|
| | FinishAnim (optional int Channel, optional bool bKillLoop)
|
| | FinishInterpolation ()
|
| int | FitActorAt (out vector TargetLocation, optional float TargetCollisionRadius, optional float TargetCollisionHeight)
|
| | FORCEREP (name Variable)
|
| | GainedChild (Actor Other)
|
| | GetAgentAnimInfo (out array InfoStrings ))
|
| | GetAgentInputInfo (out array Strings ))
|
| name | GetAnim (int Index)
|
| name | GetAnimBaseName (name Sequence)
|
| int | GetAnimCount ()
|
| name | GetAnimExtInfo1 (name Sequence)
|
| name | GetAnimExtInfo2 (name Sequence)
|
| int | GetAnimFrames (name Sequence)
|
| name | GetAnimGroup (name Sequence)
|
| int | GetAnimIndex (name Sequence)
|
| | GetAnimParams (int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate, out float OutAnimBlend, optional bool bDeprecated)
|
| name | GetAnimSlot (name Sequence)
|
| string | GetAnimVersion (name Sequence)
|
| bool | GetAverageSurfaceNormal (vector TraceVector, vector TraceOffset1, vector TraceOffset2, vector TraceOffset3, out vector Normal)
|
| coords | GetBoneCoords (name BoneName)
|
| rotator | GetBoneRotation (name BoneName, optional int Space)
|
| bool | GetCacheEntry (int Num, out string GUID, out string Filename)
|
| | GetClient ()
|
| box | GetCollisionBoundingBox (optional actor Owner)
|
| string | GetCommandLine ()))
|
| string | GetDescription ()
|
| int | GetGoreDetailLevel ()
|
| String | GetHumanReadableName ()))
|
| String | GetItemName (string FullName ))
|
| string | GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ))
|
| string | GetMapName (string NameEnding, string MapName, int Dir)
|
| int | GetMaxDetailLevel ()
|
| string | GetNextInt (string ClassName, int Num)
|
| | GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description)
|
| | GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc)
|
| int | GetNotifyChannel ()
|
| float | GetOggDuration (string Filename)
|
| box | GetRenderBoundingBox (optional actor Owner)
|
| plane | GetRenderBoundingSphere ()
|
| vector | GetRootLocation ()
|
| vector | GetRootLocationDelta ()
|
| rotator | GetRootRotation ()
|
| rotator | GetRootRotationDelta ()
|
| float | GetSkill ()))
|
| float | GetSoundDuration (sound Sound)
|
| string | GetURLMap ()
|
| bool | HasAnim (name Sequence)
|
| | HitWall (vector HitNormal, actor HitWall)
|
| | HitWallEx (CheckResult Hit ))
|
| | HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional bool bNoFalloff ))
|
| | ID ()))
|
| bool | IsAnimating (optional int Channel)
|
| bool | IsDetailLevelOK ()))
|
| bool | IsDifficultyOK ()))
|
| bool | IsGoreOK ()))
|
| bool | IsInPain ()))
|
| bool | IsInVolume (Volume aVolume))
|
| bool | IsNPC ()
|
| bool | IsPlayer ()
|
| bool | IsRealPlayer ()
|
| bool | IsTweening (int Channel)
|
| bool | IsUsable (optional Actor Other)
|
| | KAddForce (vector Force)
|
| | KAddImpulse (vector Impulse, vector Position)
|
| | KAddTorque (vector Torque)
|
| | KDisableCollision (actor Other)
|
| | KEnableCollision (actor Other)
|
| | KGetCOMOffset (out vector Offset)
|
| | KGetCOMPosition (out vector pos)
|
| | KGetDampingProps (out float lindamp, out float angdamp)
|
| float | KGetFriction ()
|
| float | KGetImpactThreshold ()
|
| | KGetInertiaTensor (out vector it1, out vector it2)
|
| float | KGetMass ()
|
| float | KGetRestitution ()
|
| | KilledBy (pawn EventInstigator)
|
| | KImpact (actor other, vector pos, vector impactVel, vector impactNorm)
|
| | KSetCOMOffset (vector Offset)
|
| | KSetDampingProps (float lindamp, float angdamp)
|
| | KSetFriction (float Friction)
|
| | KSetImpactThreshold (float thresh)
|
| | KSetInertiaTensor (vector it1, vector it2)
|
| | KSetMass (float mass)
|
| | KSetRestitution (float rest)
|
| | KSetStayUpright (bool stayUpright, bool allowRotate)
|
| | KWake ()
|
| | Landed (vector HitNormal)
|
| | LandedEx (CheckResult Hit ))
|
| | LinkSkelAnim (MeshAnimation Anim)
|
| | LockRootMotion (int Lock)
|
| | LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
|
| | LostChild (Actor Other)
|
| Color | MakeColor (byte R, byte G, byte B, optional byte A ))
|
| | MakeNoise (float Loudness)
|
| | MatchStarting ()
|
| float | MeshAgentCallAction (name InActionName)
|
| bool | MeshAgentEnableChannel (int InChannelIndex, bool InEnable)
|
| int | MeshAgentGetActionCount ()
|
| name | MeshAgentGetActionName (int InActionIndex)
|
| name | MeshAgentGetChannelBoundAction (int InChannelIndex)
|
| int | MeshAgentGetChannelBoundLevel (int InChannelIndex)
|
| float | MeshAgentGetChannelBoundTime (int InChannelIndex)
|
| int | MeshAgentGetChannelCount ()
|
| name | MeshAgentGetChannelName (int InChannelIndex)
|
| name | MeshAgentGetChannelScriptName (int InChannelIndex)
|
| int | MeshAgentGetInputCount ()
|
| name | MeshAgentGetInputCurValue (name InInputName)
|
| name | MeshAgentGetInputName (int InInputIndex)
|
| int | MeshAgentGetInputValueCount (int InInputIndex)
|
| name | MeshAgentGetInputValueName (int InInputIndex, int InValueIndex)
|
| float | MeshAgentImmediateAction (string InActionText)
|
| bool | MeshAgentResetChannel (int InChannelIndex)
|
| bool | MeshAgentSetInputCurValue (name InInputName, name InInputValue)
|
| bool | MeshAgentSetInputLock (name InInputName, bool InLocked)
|
| | MeshGetAttachments (string Name, out array<Actor> Attachments)
|
| int | MeshGetNodeCount (optional bool InDefault)
|
| int | MeshGetNodeIndexed (int InIndex, optional bool InDefault)
|
| int | MeshGetNodeNamed (string InNameStr, optional bool InDefault)
|
| string | MeshGetNodeWeapon (optional mesh Mesh)
|
| actor | MeshGetSatelliteActor (name InSatelliteName)
|
| vector | MeshGetSatelliteLocation (name InSatelliteName)
|
| vector | MeshGetStaticMeshAttachmentOffset (int AttachmentIndex)
|
| int | MeshNodeGetIndex (int InNode)
|
| rotator | MeshNodeGetRotation (int InNode, optional EMeshNodeRelType InRelType)
|
| vector | MeshNodeGetScale (int InNode, optional EMeshNodeRelType InRelType)
|
| vector | MeshNodeGetTranslation (int InNode, optional EMeshNodeRelType InRelType)
|
| | MeshNodeSetRotation (int InNode, rotator InRotation, optional EMeshNodeRelType InRelType)
|
| | MeshNodeSetScale (int InNode, vector InScale, optional EMeshNodeRelType InRelType)
|
| | MeshNodeSetTranslation (int InNode, vector InTranslation, optional EMeshNodeRelType InRelType)
|
| int | MeshSetSatellite (name InSatelliteName, actor InTargetActor, optional vector InTargetLocation)
|
| | MeshSetStaticMeshAttachmentOffset (int AttachmentIndex, vector Offset)
|
| | MeshSetStaticMeshAttachmentSkin (int AttachmentIndex, int SkinIndex, material Skin)
|
| | MeshSetStaticMeshAttachmentSkinsAll (material Skin)
|
| | ModifyDefaultProperties (actor SpawningActor)
|
| | MountSetParent (actor InParent))
|
| bool | Move (vector Delta, optional bool bTest)
|
| | MoveAttachment (string Parms ))
|
| bool | MoveCacheEntry (string GUID, optional string NewFilename)
|
| bool | MoveSmooth (vector Delta)
|
| bool | NearSpot (vector Spot))
|
| | NotifyGoreDetailChanged (byte NewGoreDetailLevel)
|
| | NotifyLog (string Msg)
|
| | NotifyPlaySound (string SoundStr ))
|
| | NotifyPlaySoundRadius (float Radius, string SoundStr ))
|
| | NotifyUnuse (Actor Other)
|
| | OD ()))
|
| | OnUnuse (Actor Other)
|
| | OnUse (Actor Other)
|
| | ParticleTrigger (string Name ))
|
| | ParticleUnTrigger (string Name ))
|
| | PauseAudio (optional bool bPauseMusic)
|
| | PhysicsVolumeChange (PhysicsVolume NewVolume)
|
| | PlayAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
|
| bool | PlayerCanSeeMe ()
|
| int | PlayMusic (string Song, float FadeInTime)
|
| | PlayOwnedSound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
|
| | PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate)
|
| sound | PlayVoice (string Filename, optional float Volume, optional float Radius, optional float Pitch)
|
| bool | PlusDir (int A, int B))
|
| | PostBeginPlay ()))
|
| | PostTeleport (Teleporter OutTeleporter)
|
| | PostTouch (Actor Other)
|
| | PreBeginPlay ()))
|
| bool | PreparedForDialog ()))
|
| bool | PreTeleport (Teleporter InTeleporter)
|
| | RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
|
| | RedoBNetInitial ()
|
| | RefreshAllScriptProcesses ()
|
| | ReplaceText (out string Text, string Replace, string With))
|
| | Replication ()))
|
| | Reset ()
|
| | SetBase (actor NewBase, optional vector NewFloor)
|
| | SetBoneDirection (name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha)
|
| | SetBoneLocation (name BoneName, optional vector BoneTrans, optional float Alpha)
|
| | SetBoneRotation (name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha)
|
| | SetBoneScale (int Slot, optional float BoneScale, optional name BoneName)
|
| | SetClassStatic (class<Actor> TargetClass, bool bVal)
|
| | SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers)
|
| bool | SetCollisionSize (float NewRadius, float NewHeight)
|
| | SetDefaultDisplayProperties ()))
|
| | SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting ))
|
| | SetDrawScale (float NewScale)
|
| | SetDrawScale3D (vector NewScale3D)
|
| | SetDrawType (EDrawType NewDrawType)
|
| | SetInitialState ()))
|
| bool | SetLocation (vector NewLocation)
|
| | SetOwner (actor NewOwner)
|
| | SetPhysics (EPhysics newPhysics)
|
| bool | SetRelativeLocation (vector NewLocation)
|
| bool | SetRelativeRotation (rotator NewRotation)
|
| bool | SetRotation (rotator NewRotation)
|
| | SetTimer (float NewTimerRate, bool bLoop)
|
| bool | ShouldDestroy ()))
|
| bool | SingleLineCheck (out CheckResult Hit, Actor Source, vector End, vector Start, int TraceFlags, optional vector Extent)
|
| | Sleep (float Seconds)
|
| actor | Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation, optional actor SpawnTemplate, optional actor Spawner, optional bool bSkipCollisionCheck)
|
| Actor | SpecialHandling (Pawn Other)
|
| | StartInterpolation ()))
|
| | StopAllMusic (float FadeOutTime)
|
| | StopAnimating ()
|
| | StopMovement (bool bKillAcceleration, bool bKillVelocity ))
|
| | StopMusic (int SongHandle, float FadeOutTime)
|
| | StopSound (sound Sound, optional float FadeOutDuration)
|
| | StopSoundSlot (ESoundSlot Slot, optional bool bStopNoOverrideSounds)
|
| | StopVoice ()
|
| | StopVoiceFile (string Filename)
|
| | TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
|
| | Tick (float DeltaTime)
|
| | Timer ()
|
| | TM (name TraceName, Actor ContextActor, coerce string Msg ))
|
| | Touch (Actor Other)
|
| bool | TouchingActor (Actor A))
|
| | TouchingActors (class<actor> BaseClass, out actor Actor)
|
| 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 (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
|
| Material | TraceTexture (vector TraceEnd, optional vector TraceStart)
|
| | TravelPostAccept ()
|
| | TravelPreAccept ()
|
| | Trigger (Actor Other, Pawn EventInstigator, optional name EventName)
|
| | TriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
|
| | TweenAnim (name Sequence, float Time, optional int Channel)
|
| | UnPauseAudio ()
|
| | UnTouch (Actor Other)
|
| | UnTrigger (Actor Other, Pawn EventInstigator, optional name EventName)
|
| | UntriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
|
| | UpdateMountPhysics ()
|
| | UsedBy (Pawn user)
|
| | VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
|
| | VisibleCollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden)
|
| | 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, ^, ^^, |, ||, ~, ~= |
const CCFloatHeight = 6.0;
DefaultPathingCollisionHeight Source code
const DefaultPathingCollisionHeight = 50.0;
DefaultPathingCollisionRadius Source code
const DefaultPathingCollisionRadius = 50.0;
const DF_Collision = 0x00000001;
const DF_None = 0x00000000;
const PF_AlphaTexture = 0x00001000;
const PF_AntiPortal = 0x08000000;
const PF_EdCut = 0x80000000;
const PF_EdProcessed = 0x40000000;
const PF_Environment = 0x00000010;
const PF_FakeBackdrop = 0x00000080;
const PF_Flat = 0x00004000;
const PF_FlatShaded = 0x40000000;
const PF_HighShadowDetail = 0x00800000;
const PF_Invisible = 0x00000001;
const PF_Masked = 0x00000002;
const PF_Memorized = 0x01000000;
const PF_Mirrored = 0x20000000;
const PF_Modulated = 0x00000040;
const PF_NoMerge = 0x00010000;
const PF_NoSmooth = 0x00000800;
const PF_NotSolid = 0x00000008;
const PF_NoZTest = 0x00020000;
const PF_Occlude = 0x80000000;
const PF_Portal = 0x04000000;
const PF_RenderFog = 0x40000000;
const PF_Selected = 0x02000000;
const PF_Semisolid = 0x00000020;
const PF_SpecialLit = 0x00100000;
const PF_Translucent = 0x00000004;
const PF_TwoSided = 0x00000100;
const PF_Unlit = 0x00400000;
const PF_Unused0 = 0x00000200;
const PF_Unused1 = 0x00000400;
const PF_Unused2 = 0x00002000;
const PF_Unused3 = 0x00008000;
const PF_Unused4 = 0x00040000;
const PF_Unused5 = 0x00080000;
const PF_Wireframe = 0x00200000;
const ST_Crouching = 2;
const ST_None = 0;
const ST_Prone = 3;
const ST_Standing = 1;
const TRACE_Actors = 0x0093;
const TRACE_AllBlocking = 0x00DF;
const TRACE_AllColliding = 0x009F;
const TRACE_Blocking = 0x0040;
const TRACE_Debug = 0x0800;
const TRACE_Hash = 0x009B;
const TRACE_Level = 0x0004;
const TRACE_LevelGeometry = 0x0080;
const TRACE_Material = 0x1000;
const TRACE_Movers = 0x0002;
const TRACE_OnlyProjActor = 0x0020;
const TRACE_Others = 0x0010;
const TRACE_Pawns = 0x0001;
const TRACE_ProjTargets = 0x00BF;
const TRACE_ShadowCast = 0x0100;
const TRACE_SingleResult = 0x0400;
const TRACE_StopAtFirstHit = 0x0200;
const TRACE_Usable = 0x4000;
TRACE_VisibleNonColliding Source code
const TRACE_VisibleNonColliding = 0x2000;
const TRACE_Volumes = 0x0008;
const TRACE_World = 0x0086;
var const native int ActorTag;
var
vector AlignMeshTraceOffset1;
var
vector AlignMeshTraceOffset2;
var
vector AlignMeshTraceOffset3;
var
vector AlignMeshTraceVector;
var const array<
Actor> Attached;
var const name AttachmentBone;
var bool bAlwaysRelevant;
var const bool bAlwaysTick;
var bool bAnimByOwner;
var bool bAnimFinished;
var bool bAnimLoopFinished;
var const bool bAnimNoExist;
var bool bCanEncroachPlayer;
var bool bCanFallOutOfWorld;
var bool bClientAnim;
var const bool bClientDemoNetFunc;
var const bool bClientDemoRecording;
var const bool bDemoRecording;
var bool bDestroyInPainVolume;
var bool bDisturbFluidSurface;
var bool bEditorPlaced;
var transient bool bEdSnap;
var bool bHurtEntry;
var bool bInterpolating;
var const bool bJustTeleported;
var transient bool bLightChanged;
var bool bMeshAlwaysRefresh;
var const bool bNetDirty;
var const bool bNetInitial;
var const bool bNetOptional;
var const bool bNetOwner;
var const bool bNetRelevant;
var const bool bNetTemporary;
var bool bObsolete;
var bool bOnlyDirtyReplication;
var bool bOnlyOwnerSee;
var bool bOrientOnSlope;
var bool bOwnerNoSee;
var transient bool bPathTemp;
var bool bPaused;
var bool bPendingDelete;
var bool bReplicateAnimations;
var bool bReplicateInstigator;
var bool bReplicateMovement;
var const export
model Brush;
var const bool bSelected;
bSkipActorPropertyReplication Source code
var bool bSkipActorPropertyReplication;
var bool bSpecialRotationRep;
var bool bTearOff;
var transient const bool bTempEditor;
var transient const bool bTicked;
var bool bTimerLoop;
var bool bTrailerPrePivot;
var bool bTrailerSameRotation;
var bool bTravel;
bUpdateSimulatedPosition Source code
var bool bUpdateSimulatedPosition;
var bool bWorldGeometry;
var const native int CollisionTag;
var int DebugAlignMeshLevel;
var private string IndentStr;
var float LastRenderTime;
var const float LatentFloat;
var transient array<int> Leaves;
var const native int LightingTag;
var transient int LightTag;
var transient MeshInstance MeshInstance;
var
Actor MountParentActor;
var float NetPriority;
var const transient int NetTag;
var float NetUpdateFrequency;
var const
Actor nextParticleLight;
var const
Actor PrimaryDynamicLight;
var const
Actor PrimaryStaticLight;
ProximityReticleOnEvents Source code
var const array<string> ProximityReticleOnEvents;
var const
vector RelativeLocation;
var const
rotator RelativeRotation;
var const native int RenderRevision;
var StaticMeshInstance StaticMeshInstance;
var const float TimerCounter;
var float TimerRate;
var const array<
Actor> Touching;
var float TweenRate;
var const array<string> UseReticleOnEvents;
var transient const Level XLevel;
Advanced
var(Advanced) float ActorTimeDilation;
var(Advanced) bool bAcceptsProjectors;
var(Advanced) bool bAutoEnableAgent;
var(Advanced) bool bCanTeleport;
var(Advanced) bool bCollideWhenPlacing;
var(Advanced) const bool bDeleteMe;
var(Advanced) bool bDifficulty0;
var(Advanced) bool bDifficulty1;
var(Advanced) bool bDifficulty2;
var(Advanced) bool bDirectional;
var(Advanced) bool bEdCanOverlap;
var(Advanced) bool bEdShouldSnap;
var(Advanced) bool bGameRelevant;
var(Advanced) bool bHidden;
var(Advanced) bool bHiddenEd;
var(Advanced) bool bHiddenEdGroup;
var(Advanced) bool bHiddenRelevant;
var(Advanced) bool bHiddenUsable;
var(Advanced) bool bHighDetail;
var(Advanced) bool bIgnoreImpactForces;
bIgnoreSingularityDamage Source code
var(Advanced) bool bIgnoreSingularityDamage;
bIgnoreSingularityForces Source code
var(Advanced) bool bIgnoreSingularityForces;
var(Advanced) bool bLaunchPawns;
var(Advanced) bool bLockLocation;
var(Advanced) bool bManualTick;
var(Advanced) bool bMovable;
var(Advanced) bool bNeverBatch;
var(Advanced) const bool bNoDelete;
var(Advanced) bool bRenderLater;
var(Advanced) bool bRenderNoPredict;
var(Advanced) bool bRequiresWorldZBuffer;
var(Advanced) bool bScriptInitialized;
var(Advanced) bool bStasis;
var(Advanced) const bool bStatic;
var(Advanced) byte DetailLevel;
var(Advanced) byte GoreLevel;
var(Advanced) float LifeSpan;
Collision
var(Collision) bool bBlockActors;
var(Collision) bool bBlockNavigation;
bBlockNonZeroExtentTraces Source code
var(Collision) bool bBlockNonZeroExtentTraces;
var(Collision) bool bBlockPlayers;
var(Collision) bool bBlockStepping;
bBlockZeroExtentTraces Source code
var(Collision) bool bBlockZeroExtentTraces;
var(Collision) bool bCanMantle;
var(Collision) const bool bCollideActors;
var(Collision) bool bCollideWorld;
var(Collision) bool bNoStaticMeshCollide;
var(Collision) bool bPathColliding;
var(Collision) bool bProjTarget;
var(Collision) array<
class<
Actor>> CanEncroachList;
var(Collision) const float CollisionHeight;
var(Collision) const float CollisionRadius;
Dialog
Display
var(Display) float ActorFOV;
var(Display)
color AmbientColor;
var(Display) byte AmbientGlow;
var(Display) float AnimFrame;
var(Display) float AnimRate;
var(Display) name AnimSequence;
var(Display) ConvexVolume AntiPortal;
var(Display) float BlurDegree;
var(Display) bool bMustFace;
var(Display) bool bNoSmooth;
var(Display) bool bShadowCast;
var(Display) bool bStaticLighting;
var(Display) bool bUnlit;
var(Display) bool bUseDynamicLights;
var(Display) const float DrawScale;
var(Display) const
vector DrawScale3D;
var(Display) float LODBias;
var(Display) mesh Mesh;
var(Display) string MeshParams;
var(Display) float RenderBoundFactor;
var(Display) float ScaleGlow;
var(Display) int SpecialDisplayFlags;
var(Display) float SpriteProjForward;
var(Display) StaticMesh StaticMesh;
var(Display) float TerrainZOffset;
var(Display) float VisibilityHeight;
var(Display) float VisibilityRadius;
Events
var(Events) bool bLocalGameEvent;
var(Events) bool bTravelGameEvent;
var(Events) name Event;
var(Events) name Tag;
Filter
var(Filter) bool bDoMissionFiltering;
var(Filter) bool bPostMission110276;
var(Filter) bool bPostMission83;
var(Filter) bool bPreMission00;
var(Filter) bool bPreMission01;
var(Filter) bool bPreMission02;
var(Filter) bool bPreMission03;
var(Filter) bool bPreMission04;
var(Filter) bool bPreMission05;
var(Filter) bool bPreMission06;
var(Filter) bool bPreMission07;
var(Filter) bool bPreMission08;
var(Filter) bool bPreMission09;
var(Filter) bool bPreMission10;
var(Filter) bool bPreMission11;
var(Filter) bool bPreMission12;
var(Filter) bool bPreMission13;
Force
var(
Force)
float ForceRadius;
var(
Force)
float ForceScale;
Karma
LightColor
var(LightColor) byte LightBrightness;
var(LightColor) byte LightHue;
var(LightColor) byte LightSaturation;
Lighting
var(Lighting) bool bActorShadows;
var(Lighting) bool bCorona;
var(Lighting) bool bDynamicLight;
var(Lighting) bool bLensFlare;
var(Lighting) const bool bLightParticles;
var(Lighting) bool bSpecialLit;
var(Lighting) byte LightCone;
var(Lighting) byte LightPeriod;
var(Lighting) byte LightPhase;
var(Lighting) float LightPriority;
var(Lighting) byte LightRadius;
var(Lighting) byte VolumeBrightness;
var(Lighting) byte VolumeFog;
var(Lighting) byte VolumeRadius;
Mounting
var(Mounting) bool bMountDetachDestroy;
var(Mounting)
EPhysics MountDetachPhysics;
var(Mounting)
vector MountOrgLocation;
var(Mounting)
rotator MountOrgRotation;
var(Mounting) string MountParentNode;
var(Mounting) name MountParentTag;
Movement
var(Movement)
rotator AmbientRotationRate;
var(Movement) name AttachTag;
var(Movement) bool bAllowClipping;
var(Movement) bool bBounce;
var(Movement) bool bFixedRotationDir;
var(Movement) bool bRotateToDesired;
var(Movement) float Buoyancy;
var(Movement)
rotator DesiredRotation;
FallingAddedAcceleration Source code
var(Movement)
vector FallingAddedAcceleration;
var(Movement) float FallingMaxVelocityXY;
var(Movement) float FallingMaxVelocityZ;
var(Movement) const
vector Location;
var(Movement) float Mass;
var(Movement) const
rotator Rotation;
var(Movement)
rotator RotationRate;
var(Movement) float SwingFriction;
var(Movement)
vector SwingGravDir;
var(Movement) float SwingLength;
var(Movement)
vector SwingPivot;
var(Movement)
vector Velocity;
Object
var(
Object)
name InitialState;
Sound
var(Sound) byte SoundPitch;
var(Sound) float SoundRadius;
var(Sound) byte SoundVolume;
var(Sound) float TransientSoundRadius;
var(Sound) float TransientSoundVolume;
enum
EDoubleClickDir
{
DCLICK_None,
DCLICK_Left,
DCLICK_Right,
DCLICK_Forward,
DCLICK_Back,
DCLICK_Active,
DCLICK_Done
};
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
};
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
};
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
};
enum
EMeshNodeRelType
{
MESHNODEREL_World,
MESHNODEREL_Mesh,
MESHNODEREL_ParentNode,
MESHNODEREL_RefPose,
};
enum
EMusicTransition
{
MTRAN_None,
MTRAN_Instant,
MTRAN_Segue,
MTRAN_Fade,
MTRAN_FastFade,
MTRAN_SlowFade,
};
enum
ENetRole
{
ROLE_None,
ROLE_DumbProxy,
ROLE_SimulatedProxy,
ROLE_AutonomousProxy,
ROLE_Authority,
};
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
};
enum
ERenderStyle
{
STY_None,
STY_Normal,
STY_Masked,
STY_Translucent,
STY_Brighten,
STY_Modulated,
STY_Alpha,
STY_Particle
};
enum
ESoundOcclusion
{
OCCLUSION_Default,
OCCLUSION_None,
OCCLUSION_BSP,
OCCLUSION_StaticMeshes,
};
enum
ESoundSlot
{
SLOT_None,
SLOT_Misc,
SLOT_Pain,
SLOT_Interact,
SLOT_Ambient,
SLOT_Talk,
SLOT_Interface,
SLOT_Dialog,
SLOT_Weapon,
};
enum
ETravelType
{
TRAVEL_Absolute,
TRAVEL_Partial,
TRAVEL_Relative,
};
struct
AnimRep
{
var byte AnimFrame;
var byte AnimRate;
var name AnimSequence;
var bool bAnimLoop;
var byte TweenRate;
};
ProjectorRenderInfoPtr Source code
StaticMeshProjectorRenderInfoPtr Source code
native(
550) static final operator
color * (
float A,
color B )
native(
552) static final operator
color * (
color A,
float B )
native static final function AddActor (
Actor A, optional
Color C )
static final function AddActorAt (
Actor A,
vector TargetLocation, optional
Color C ) )
native static final function AddBox (
vector Location,
vector Extent, optional
Color C )
native static final function AddCylinder (
vector Location,
float Radius,
float Height, optional
Color C )
AlignMeshSpecialHandling Source code
event AlignMeshSpecialHandling ( bool bFloating )
native(
304) final iterator function AllActors (
class<
actor> BaseClass, out
actor Actor, optional
name MatchTag )
native final function AnimBlendParams ( int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName )
native final function AnimBlendToAlpha ( int Stage, float TargetAlpha, float TimeInterval )
event AnimEnd ( int Channel )
native final function bool AnimIsInGroup ( int Channel, name GroupName )
event Attach (
Actor Other )
native final function
bool AttachToBone (
actor Attachment,
name BoneName )
function AutoDestroy ( ) )
native(3971) final function AutonomousPhysics ( float DeltaSeconds )
event BaseChange ( )
native(
306) final iterator function BasedActors (
class<
actor> BaseClass, out
actor Actor )
function BecomeViewTarget ( )
function BeginEvent ( )
event BeginPlay ( )
simulated final function BM ( coerce string Msg ) )
BroadcastLocalizedMessage Source code
event Bump (
Actor Other )
function
bool CanHit (
Controller AttackingController ) )
function bool CanSplash ( ) )
native(
305) final iterator function ChildActors (
class<
actor> BaseClass, out
actor Actor )
native final function ClearRenderData ( )
native simulated final iterator function CollidingActors (
class<
actor> BaseClass, out
actor Actor,
float Radius, optional
vector Loc )
static final function
Color ColorBlack ( ) )
static final function
Color ColorBlue ( ) )
static final function
Color ColorBrown ( ) )
static final function
Color ColorCyan ( ) )
static final function
Color ColorDkBlue ( ) )
static final function
Color ColorDkCyan ( ) )
static final function
Color ColorDkGreen ( ) )
static final function
Color ColorDkGrey ( ) )
static final function
Color ColorDkMagenta ( )
static final function
Color ColorDkRed ( ) )
static final function
Color ColorDkYellow ( ) )
static final function
Color ColorGreen ( ) )
static final function
Color ColorGrey ( ) )
static final function
Color ColorLtGrey ( ) )
static final function
Color ColorMagenta ( ) )
static final function
Color ColorOrange ( ) )
static final function
Color ColorPink ( ) )
static final function
Color ColorRed ( ) )
static final function
Color ColorWhite ( ) )
static final function
Color ColorYellow ( ) )
native function string ConsoleCommand ( string Command )
native simulated event DemoPlaySound (
sound Sound,
optional
ESoundSlot Slot,
optional
float Volume,
optional
bool bNoOverride,
optional
float Radius,
optional
float Pitch,
optional
bool Attenuate )
native(279) final function bool Destroy ( )
event Destroyed ( )
event Detach (
Actor Other )
native final function
bool 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 ( )
simulated function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
simulated final 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 ) )
simulated final function DMN ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ) )
simulated final function DMT ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ) )
simulated final function DMTN ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ) )
simulated final function DMTNS ( coerce string Msg, optional bool bNoBM, optional bool bNoLog, optional name Tag ) )
native final function DOREP ( name Variable )
simulated final function DTM (
name TraceName,
Actor ContextActor, coerce
string Msg ) )
native(
313) final iterator function DynamicActors (
class<
actor> BaseClass, out
actor Actor, optional
name MatchTag, optional
float Radius, optional
vector Loc )
native final function EnableChannelNotify ( int Channel, int Switch )
event EncroachedBy (
actor Other )
event
bool EncroachingOn (
actor Other )
event EndedRotation ( )
function EndEvent ( )
native(233) final function Error ( coerce string S )
native(
548) final function
bool FastTrace (
vector TraceEnd,
optional
vector TraceStart )
event FellOutOfWorld ( ) )
simulated final function
actor FindActorByTag (
class<
actor> ActorClass,
name ActorName) )
native final function FindBase ( )
native(261) final latent function FinishAnim ( optional int Channel, optional bool bKillLoop )
native(301) final latent function FinishInterpolation ( )
native final function
int FitActorAt ( out
vector TargetLocation, optional
float TargetCollisionRadius, optional
float TargetCollisionHeight )
native final function FORCEREP ( name Variable )
event GainedChild (
Actor Other )
function GetAgentAnimInfo ( out array<string> InfoStrings ) )
function GetAgentInputInfo ( out array<string> Strings ) )
native simulated final function name GetAnim ( int Index )
native simulated final function name GetAnimBaseName ( name Sequence )
native simulated final function int GetAnimCount ( )
native simulated final function name GetAnimExtInfo1 ( name Sequence )
native simulated final function name GetAnimExtInfo2 ( name Sequence )
native simulated final function int GetAnimFrames ( name Sequence )
native simulated final function name GetAnimGroup ( name Sequence )
native simulated final function int GetAnimIndex ( name Sequence )
native final function GetAnimParams ( int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate, out float OutAnimBlend, optional bool bDeprecated )
native simulated final function name GetAnimSlot ( name Sequence )
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 )
native final function
coords GetBoneCoords (
name BoneName )
native final function
rotator GetBoneRotation (
name BoneName, optional
int Space )
native final function bool GetCacheEntry ( int Num, out string GUID, out string Filename )
native final
Client function GetClient ( )
GetCollisionBoundingBox Source code
native function
box GetCollisionBoundingBox ( optional
actor Owner )
function string GetCommandLine ( ) )
function string GetDescription ( )
native final function int GetGoreDetailLevel ( )
function String GetHumanReadableName ( ) )
static function String GetItemName ( string FullName ) )
native(539) final function string GetMapName ( string NameEnding, string MapName, int Dir )
native final function int GetMaxDetailLevel ( )
native final function string GetNextInt ( string ClassName, int Num )
native final function GetNextIntDesc ( string ClassName, int Num, out string Entry, out string Description )
native(545) final function GetNextSkin ( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc )
native final function int GetNotifyChannel ( )
native final function float GetOggDuration ( string Filename )
native function
box GetRenderBoundingBox ( optional
actor Owner )
GetRenderBoundingSphere Source code
native final function
plane GetRenderBoundingSphere ( )
native final function
vector GetRootLocation ( )
native final function
vector GetRootLocationDelta ( )
native final function
rotator GetRootRotation ( )
native final function
rotator GetRootRotationDelta ( )
function float GetSkill ( ) )
native final function float GetSoundDuration ( sound Sound )
native(547) final function string GetURLMap ( )
native(263) final function bool HasAnim ( name Sequence )
simulated final function HurtRadius (
float DamageAmount,
float DamageRadius,
class<
DamageType>
DamageType,
float Momentum,
vector HitLocation, optional
bool bNoFalloff ) )
static final function ID ( ) )
native(282) final function bool IsAnimating ( optional int Channel )
function bool IsDetailLevelOK ( ) )
function bool IsDifficultyOK ( ) )
function bool IsGoreOK ( ) )
function bool IsInPain ( ) )
function
bool IsInVolume (
Volume aVolume) )
function bool IsNPC ( )
function bool IsPlayer ( )
function bool IsRealPlayer ( )
native final function bool IsTweening ( int Channel )
function
bool IsUsable ( optional
Actor Other )
native final function KAddImpulse (
vector Impulse,
vector Position )
native final function KAddTorque (
vector Torque )
native final function KDisableCollision (
actor Other )
native final function KEnableCollision (
actor Other )
native final function KGetCOMOffset ( out
vector Offset )
native final function KGetCOMPosition ( out
vector pos )
native final function KGetDampingProps ( out float lindamp, out float angdamp )
native final function float KGetFriction ( )
native final function float KGetImpactThreshold ( )
native final function KGetInertiaTensor ( out
vector it1, out
vector it2 )
native final function float KGetMass ( )
native final function float KGetRestitution ( )
function KilledBy (
pawn EventInstigator )
native final function KSetCOMOffset (
vector Offset )
native final function KSetDampingProps ( float lindamp, float angdamp )
native final function KSetFriction ( float Friction )
native final function KSetImpactThreshold ( float thresh )
native final function KSetInertiaTensor (
vector it1,
vector it2 )
native final function KSetMass ( float mass )
native final function KSetRestitution ( float rest )
native final function KSetStayUpright ( bool stayUpright, bool allowRotate )
native final function KWake ( )
event Landed (
vector HitNormal )
native final function LinkSkelAnim ( MeshAnimation Anim )
native final function LockRootMotion ( int Lock )
native(260) final function LoopAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )
event LostChild (
Actor Other )
static final function
Color MakeColor (
byte R,
byte G,
byte B, optional
byte A ) )
native(512) final function MakeNoise ( float Loudness )
function MatchStarting ( )
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 )
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 )
native simulated final function bool MeshAgentResetChannel ( int InChannelIndex )
MeshAgentSetInputCurValue Source code
native simulated final function bool MeshAgentSetInputCurValue ( name InInputName, name InInputValue )
native simulated final function bool MeshAgentSetInputLock ( name InInputName, bool InLocked )
native simulated final function MeshGetAttachments (
string Name, out array<
Actor> Attachments )
native simulated final function int MeshGetNodeCount ( optional bool InDefault )
native simulated final function int MeshGetNodeIndexed ( int InIndex, optional bool InDefault )
native simulated final function int MeshGetNodeNamed ( string InNameStr, optional bool InDefault )
native simulated final function string MeshGetNodeWeapon ( optional mesh Mesh )
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 )
native simulated final function int MeshNodeGetIndex ( int InNode )
MeshNodeGetTranslation Source code
native simulated final function
vector MeshNodeGetTranslation (
int InNode, optional
EMeshNodeRelType InRelType )
native simulated final function MeshNodeSetRotation (
int InNode,
rotator InRotation, optional
EMeshNodeRelType InRelType )
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 )
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 )
function MountSetParent (
actor InParent) )
native(
266) final function
bool Move (
vector Delta, optional
bool bTest )
simulated final function MoveAttachment ( string Parms ) )
native final function bool MoveCacheEntry ( string GUID, optional string NewFilename )
native(
3969) final function
bool MoveSmooth (
vector Delta )
simulated final function
bool NearSpot (
vector Spot) )
NotifyGoreDetailChanged Source code
function NotifyGoreDetailChanged ( byte NewGoreDetailLevel )
simulated final function NotifyLog ( string Msg )
simulated final function NotifyPlaySound ( string SoundStr ) )
simulated final function NotifyPlaySoundRadius ( float Radius, string SoundStr ) )
function NotifyUnuse (
Actor Other )
static final function OD ( ) )
function OnUnuse (
Actor Other )
function OnUse (
Actor Other )
simulated final event ParticleTrigger ( string Name ) )
simulated final event ParticleUnTrigger ( string Name ) )
native function PauseAudio ( optional bool bPauseMusic )
native(259) final function PlayAnim ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel )
native(532) final function bool PlayerCanSeeMe ( )
native final function int PlayMusic ( string Song, float FadeInTime )
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 )
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 )
native final function
sound PlayVoice (
string Filename, optional
float Volume, optional
float Radius, optional
float Pitch )
function bool PlusDir ( int A, int B) )
event PostBeginPlay ( ) )
function PostTeleport (
Teleporter OutTeleporter )
event PostTouch (
Actor Other )
simulated event PreBeginPlay ( ) )
function bool PreparedForDialog ( ) )
function
bool PreTeleport (
Teleporter InTeleporter )
native(
310) final iterator function RadiusActors (
class<
actor> BaseClass, out
actor Actor,
float Radius, optional
vector Loc )
native final function RedoBNetInitial ( )
RefreshAllScriptProcesses Source code
native simulated final function RefreshAllScriptProcesses ( )
final function ReplaceText ( out string Text, string Replace, string With) )
event Replication ( ) )
function Reset ( )
native(
298) final function SetBase (
actor NewBase, optional
vector NewFloor )
native final function SetBoneDirection (
name BoneName,
rotator BoneTurn, optional
vector BoneTrans, optional
float Alpha )
native final function SetBoneLocation (
name BoneName, optional
vector BoneTrans, optional
float Alpha )
native final function SetBoneRotation (
name BoneName, optional
rotator BoneTurn, optional
int Space, optional
float Alpha )
native final function SetBoneScale ( int Slot, optional float BoneScale, optional name BoneName )
native final function SetClassStatic (
class<
Actor> TargetClass,
bool bVal )
native(262) final function SetCollision ( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers )
native(283) final function bool SetCollisionSize ( float NewRadius, float NewHeight )
SetDefaultDisplayProperties Source code
function SetDefaultDisplayProperties ( ) )
native final function SetDrawScale ( float NewScale )
native final function SetDrawScale3D (
vector NewScale3D )
native final function SetDrawType (
EDrawType NewDrawType )
simulated event SetInitialState ( ) )
native(
267) final function
bool SetLocation (
vector NewLocation )
native(
272) final function SetOwner (
actor NewOwner )
native(
3970) final function SetPhysics (
EPhysics newPhysics )
native final function
bool SetRelativeLocation (
vector NewLocation )
native final function
bool SetRelativeRotation (
rotator NewRotation )
native(
299) final function
bool SetRotation (
rotator NewRotation )
native(280) final function SetTimer ( float NewTimerRate, bool bLoop )
function bool ShouldDestroy ( ) )
native(256) final latent function Sleep ( float Seconds )
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 )
simulated function StartInterpolation ( ) )
native final function StopAllMusic ( float FadeOutTime )
native final function StopAnimating ( )
function StopMovement ( bool bKillAcceleration, bool bKillVelocity ) )
native final function StopMusic ( int SongHandle, float FadeOutTime )
native function StopSound ( sound Sound, optional float FadeOutDuration )
native function StopSoundSlot (
ESoundSlot Slot, optional
bool bStopNoOverrideSounds )
native final function StopVoice ( )
native final function StopVoiceFile ( string Filename )
event Tick ( float DeltaTime )
event Timer ( )
simulated final function TM (
name TraceName,
Actor ContextActor, coerce
string Msg ) )
event Touch (
Actor Other )
simulated final function
bool TouchingActor (
Actor A) )
native(
307) final iterator function TouchingActors (
class<
actor> BaseClass, out
actor Actor )
event TravelPostAccept ( )
event TravelPreAccept ( )
event TriggerEvent (
Name EventName,
Actor Other,
Pawn EventInstigator ) )
native(
294) final function TweenAnim (
name Sequence,
float Time, optional
int Channel )
native function UnPauseAudio ( )
event UnTouch (
Actor Other )
function UnTrigger (
Actor Other,
Pawn EventInstigator, optional
name EventName )
function UntriggerEvent (
Name EventName,
Actor Other,
Pawn EventInstigator ) )
native final simulated function UpdateMountPhysics ( )
function UsedBy (
Pawn user )
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 )
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
}
|
Creation time: sk 3-1-2016 10:48:27.159 - Created with
UnCodeX