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Engine.KActor

Extends
DynamicSMActor
Modifiers
native ( Physics ) nativereplication placeable showcategories ( Navigation )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.DynamicSMActor
      |   
      +-- Engine.KActor

Direct Known Subclasses:

GameBreakableActor, KActorSpawnable, UTKActor, UTSD_SpawnedKActor

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
floatAngErrorAccumulator
boolbCurrentSlide
boolbSlideActive
floatDrawScaleX
floatDrawScaleY
floatDrawScaleZ
ParticleSystemComponentImpactEffectComponent
AudioComponentImpactSoundComponent
AudioComponentImpactSoundComponent2
vectorInitialLocation
rotatorInitialRotation
floatLastImpactTime
floatLastSlideTime
RigidBodyStateRBState
ParticleSystemComponentSlideEffectComponent
AudioComponentSlideSoundComponent
KActor
boolbDamageAppliesImpulse
boolbWakeOnLevelStart
Inherited Variables from Engine.DynamicSMActor
bPawnCanBaseOn, bSafeBaseIfAsleep, LightEnvironment, ReplicatedMaterial, ReplicatedMesh, ReplicatedMeshRotation, ReplicatedMeshScale3D, ReplicatedMeshTranslation, StaticMeshComponent
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function ApplyImpulse (Vector ImpulseDir, float ImpulseMag, Vector HitLocation, optional TraceHitInfo HitInfo ))
event FellOutOfWorld (class<DamageType> dmgType))
functionPhysicalMaterial GetKActorPhysMaterial ()
function OnTeleport (SeqAct_Teleport inAction))
function OnToggle (SeqAct_Toggle action))
event PostBeginPlay ()))
event ReplicatedEvent (name VarName))
function Reset ()))
function ResolveRBState ()
function SetPhysicalCollisionProperties ()))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser ))
Inherited Functions from Engine.DynamicSMActor
Attach, CanBasePawn, Detach, OnSetMaterial, OnSetStaticMesh, PostBeginPlay, ReplicatedEvent, SetStaticMesh
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Variables Detail

AngErrorAccumulator Source code

var native const float AngErrorAccumulator;

bCurrentSlide Source code

var bool bCurrentSlide;

bSlideActive Source code

var bool bSlideActive;

DrawScaleX Source code

var repnotify float DrawScaleX;
replicated components of DrawScale3D

DrawScaleY Source code

var repnotify float DrawScaleY;
replicated components of DrawScale3D

DrawScaleZ Source code

var repnotify float DrawScaleZ;
replicated components of DrawScale3D

ImpactEffectComponent Source code

var ParticleSystemComponent ImpactEffectComponent;

ImpactSoundComponent Source code

var AudioComponent ImpactSoundComponent;

ImpactSoundComponent2 Source code

var AudioComponent ImpactSoundComponent2;

InitialLocation Source code

var vector InitialLocation;

InitialRotation Source code

var rotator InitialRotation;

LastImpactTime Source code

var float LastImpactTime;

LastSlideTime Source code

var float LastSlideTime;

RBState Source code

var native const RigidBodyState RBState;

SlideEffectComponent Source code

var ParticleSystemComponent SlideEffectComponent;

SlideSoundComponent Source code

var AudioComponent SlideSoundComponent;

KActor

bDamageAppliesImpulse Source code

var(KActor) bool bDamageAppliesImpulse;

bWakeOnLevelStart Source code

var(KActor) repnotify bool bWakeOnLevelStart;


Functions Detail

ApplyImpulse Source code

function ApplyImpulse ( Vector ImpulseDir, float ImpulseMag, Vector HitLocation, optional TraceHitInfo HitInfo ) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )
called when the actor falls out of the world 'safely' (below KillZ and such)

GetKActorPhysMaterial Source code

native final function PhysicalMaterial GetKActorPhysMaterial ( )
Util for getting the PhysicalMaterial applied to this KActor's StaticMesh.

OnTeleport Source code

simulated function OnTeleport ( SeqAct_Teleport inAction) )
Called upon receiving a SeqAct_Teleport action. Grabs the first destination available and attempts to teleport this actor.
@param inAction - teleport action that was activated

OnToggle Source code

simulated function OnToggle ( SeqAct_Toggle action) )
If this KActor receives a Toggle ON event from Kismet, wake the physics up.

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

simulated function Reset ( ) )

ResolveRBState Source code

native final function ResolveRBState ( )
Forces the resolve the RBState regardless of wether the actor is sleeping

SetPhysicalCollisionProperties Source code

simulated function SetPhysicalCollisionProperties ( ) )

TakeDamage Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )
Default behaviour when shot is to apply an impulse and kick the KActor.

TakeRadiusDamage Source code

simulated function TakeRadiusDamage ( Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser ) )
Respond to radial damage as well.


Defaultproperties

defaultproperties
{
   bDamageAppliesImpulse=True
   Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
      WireframeColor=(B=128,G=255,R=0,A=255)
      BlockRigidBody=True
      RBChannel=RBCC_GameplayPhysics
      RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True)
      ObjectArchetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
   End Object
   StaticMeshComponent=StaticMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   bPawnCanBaseOn=False
   bSafeBaseIfAsleep=True
   Components(0)=MyLightEnvironment
   Components(1)=StaticMeshComponent0
   Physics=PHYS_RigidBody
   TickGroup=TG_PostAsyncWork
   bNoDelete=True
   bAlwaysRelevant=True
   bUpdateSimulatedPosition=True
   bNetInitialRotation=True
   bBlocksNavigation=True
   bCollideActors=True
   bBlockActors=True
   bProjTarget=True
   bBlocksTeleport=True
   bNoEncroachCheck=True
   CollisionComponent=StaticMeshComponent0
   CollisionType=COLLIDE_CustomDefault
   SupportedEvents(3)=Class'Engine.SeqEvent_RigidBodyCollision'
   Name="Default__KActor"
   ObjectArchetype=DynamicSMActor'Engine.Default__DynamicSMActor'
}

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Creation time: sk 18-3-2018 10:00:38.540 - Created with UnCodeX