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# Engine.Actor

Extends
  Object
Modifiers
  abstract threaded native nativereplication

    Core.Object
    |
    +-- Engine.Actor

#### Direct Known Subclasses:

> ActorBank, AISpawnPoint, AnimBrowserMesh, AnimBrowserMesh, AntiPortalActor, Arms, BaseCamera, BindingSet, Brush, BurningArea, CharacterState, CharacterVisualisation, ChatAdmin, ConfigManager, Controller, ControllerConfig, DamageType, Decoration, DecoVolumeObject, DoorSensor, Effects, EffectsSubsystem, Emitter, Equipment, EquipmentPickupProxy, EquipmentSpawnPoint, Explosion, ExplosionVisualisation, FluidSurfaceOscillator, GenericExternalCamera, GrapplerRope, HavokActor, HavokVehicleFactory, HUD, Info, InventoryStationPlatform, Jetpack, KActor, Keypoint, KRepulsor, KVehicleFactory, Light, Mirror, Motor, Mover, MPTeamScoreDecoration, NavigationPoint, NavigationTestHarness, NearMissCollisionVolume, Note, Pawn, PFTestHarness, PlacedNode, PointOfInterest, Projectile, ProjectileRadius, Projector, RandomMap, RepairRadius, Script, SensorListNode, Shield, ShockMineProximity, SkeletalDecoration, SniperRifleBeam, SoundInstance, SoundMarkerBase, SphereVisActor, spinfusorProperties, SquadInfo, StaticMeshActor, StaticMeshAttachment, SVehicleFactory, Timer, tmodPointerBeam, TribesInventoryCharacter, TribesInventoryWeaponActor, TribesTVReplication, TribesTVStudioViewSelector, Triggers, TsKeyframeMarker, TsViewFocus, TyrionUnitTest, Tyrion_Setup, UseableObject, VehicleSpawnArea, xWeatherEffect

Constants Summary
MAXSTEPHEIGHT | = | 35.0
MINFLOORZ | = | 0.7

Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
vector | Acceleration
ActorRenderDataPtr | ActorRenderData
array<Actor> | Attached
name | AttachmentBone
bool | bAlwaysRelevant
bool | bAlwaysTick
bool | bAlwaysZeroBoneOffset
bool | bAnimByOwner
Actor | Base
bool | bClientAnim
bool | bClientDemoNetFunc
bool | bClientDemoRecording
bool | bCompressedPosition
bool | bDeleteMe
bool | bDemoOwner
bool | bDemoRecording
bool | bDestroyInPainVolume
bool | bDisableEditorCopying
bool | bDisableTick
bool | bDisableTouch
bool | bDisturbFluidSurface
bool | bEdSnap
bool | bHiddenEd
bool | bHiddenEdGroup
bool | bHurtEntry
bool | bIgnoreOutOfWorld
bool | bInterpolating
bool | bIsMirror
bool | bIsVehicle
bool | bJustTeleported
bool | bLightChanged
bool | bNeedPostRenderCallback
bool | bNetDirty
bool | bNetInitial
bool | bNetInitialRotation
bool | bNetNotify
bool | bNetOwner
bool | bNetRelevant
bool | bNetTemporary
bool | bNetworkRelevancyVisible
bool | bNoRepMesh
bool | bObsolete
bool | bOnlyAffectPawns
bool | bOnlyDirtyReplication
bool | bOnlyDrawIfAttached
bool | bOnlyOwnerSee
bool | bOnlyRelevantToOwner
bool | bOrientOnSlope
bool | bPathTemp
bool | bPendingDelete
bool | bRepClientDemo
bool | bReplicateAnimations
bool | bReplicateInstigator
bool | bReplicateLabel
bool | bReplicateMovement
bool | bScriptInitialized
bool | bSelected
bool | bShowOctreeNodes
bool | bSkipActorPropertyReplication
bool | bStatic
bool | bTearOff
bool | bTempEditor
bool | bTimerLoop
bool | bTrailerAllowRotation
bool | bTrailerPrePivot
bool | bTrailerSameRotation
bool | bTravel
bool | bUnifiedPositionChanged
bool | bUnifiedVelocityChanged
bool | bUpdateSimulatedPosition
bool | bWasSNFiltered
Matrix | CachedLocalToWorld
vector | CachedLocation
Rotator | CachedRotation
int | CollisionTag
vector | ColLocation
actor | Deleted
Vector | forceAccumulator
Matrix | HardRelMatrix
vector | havokAngularVelocity
HavokObject | HavokData
vector | havokGameTickForce
vector | havokGameTickForcePosition
float | havokSkeletalRotationSpeed
Pawn | Instigator
int | JoinedTag
float | LastRenderTime
int | LastTick
array<byte> | LatentAnimChannelCount
float | LatentFloat
Array<INT> | LatentStackLocations
array<int> | Leaves
LevelInfo | Level
LightRenderDataPtr | LightRenderData
MeshInstance | MeshInstance
Class<LocalMessage> | MessageClass
MovementObject | movementObject
name | MovementObjectClass
float | NetPriority
int | NetTag
float | NetUpdateFrequency
float | NetUpdateTime
Box | OctreeBox
vector | OctreeBoxCenter
vector | OctreeBoxRadii
array<int> | OctreeNodes
Actor | Owner
array<Object> | OwnerGroups
Actor | PendingTouch
PhysicsVolume | PhysicsVolume
array<ProjectorRenderInfoPtr> | Projectors
PointRegion | Region
vector | RelativeLocation
rotator | RelativeRotation
ENetRole | RemoteRole
int | RenderRevision
Material | RepSkin
ENetRole | Role
AnimRep | SimAnim
EFilterState | StaticFilterState
StaticMeshInstance | StaticMeshInstance
array<StaticMeshProjectorRenderInfoPtr> | StaticMeshProjectors
array<BatchReference> | StaticSectionBatches
float | TimerCounter
float | TimerRate
Vector | torqueAccumulator
array<Actor> | Touching
Vector | unifiedPosition
Vector | unifiedVelocity
bool | UsesSubVisibility
Level | XLevel
Actor
bool | bOnlyAffectCurrentZone
Name | Label
String | TriggeredBy
Advanced
bool | bCanBeDamaged
bool | bCanTeleport
bool | bCollideWhenPlacing
bool | bDirectional
bool | bEdShouldSnap
bool | bGameRelevant
bool | bHidden
bool | bHighDetail
bool | bImportantActor
bool | bLockLocation
bool | bMovable
bool | bNeedLifetimeEffectEvents
bool | bNoDelete
bool | bSendDestructionNotification
bool | bShouldBaseAtStartup
bool | bStasis
bool | bSuperHighDetail
bool | bTriggerEffectEventsBeforeGameStarts
bool | bWorldGeometry
float | LifeSpan
Collision
bool | bAutoAlignToTerrain
bool | bBlockActors
bool | bBlockHavok
bool | bBlockKarma
bool | bBlockNonZeroExtentTraces
bool | bBlockPlayers
bool | bBlockZeroExtentTraces
bool | bCollideActors
bool | bCollideWorld
bool | bDisableHavokCollisionWhenAttached
bool | bPathColliding
bool | bProjectile
bool | bProjTarget
bool | bSkipEncroachment
bool | bUseCylinderCollision
float | CollisionHeight
float | CollisionRadius
Display
byte | AmbientGlow
ConvexVolume | AntiPortal
bool | bAcceptsProjectors
bool | bAcceptsShadowProjectors
bool | bDisableSorting
bool | bGetOverlayMaterialFromBase
bool | bGetSkinFromBase
bool | bOwnerNoSee
model | Brush
bool | bShadowCast
bool | bStaticLighting
float | BumpmapLODScale
bool | bUnlit
bool | bUseDynamicLights
bool | bUseLightingFromBase
bool | bUseRootMotionBound
bool | bVolumetricShadowCast
float | CullDistance
EDrawType | DrawType
name | ForcedVisibilityZoneTag
float | LODBias
byte | MaxLights
mesh | Mesh
vector | PrePivot
float | ScaleGlow
array<Material> | Skins
StaticMesh | StaticMesh
ERenderStyle | Style
Material | Texture
DynamicSpeech
String | SpeechTag
Events
name | Event
name | Tag
Filter
class<GameInfo> | exclusiveToGameInfo
array<class<GameInfo>> | gameInfoExclusions
array<class<GameInfo>> | gameInfoInclusions
int | maxDifficulty
int | maxNumPlayers
int | minDifficulty
int | minNumPlayers
Force
float | ForceRadius
float | ForceScale
EForceType | ForceType
Havok
bool | bClientHavokPhysics
bool | bEnableHavokBackstep
class<HavokObject> | havokDataClass
LightColor
float | LightBrightness
byte | LightHue
byte | LightSaturation
Lighting
bool | bActorShadows
bool | bCastsVolumetricShadows
bool | bCorona
bool | bDisableBspVolumetrics
bool | bDisableShadowOptimisation
bool | bDoNotApproximateBumpmap
bool | bDynamicLight
bool | bLightingVisibility
bool | bSpecialLit
byte | LightCone
ELightEffect | LightEffect
byte | LightPeriod
byte | LightPhase
float | LightRadius
ELightType | LightType
float | MaxTraceDistance
Movement
name | AttachTag
bool | bBounce
bool | bFixedRotationDir
bool | bHardAttach
bool | bIgnoreEncroachers
bool | bRotateToDesired
float | Buoyancy
rotator | DesiredRotation
float | GravityScale
float | Mass
EPhysics | Physics
rotator | RotationRate
vector | Velocity
Navigation
bool | bNavigationRelevant
bool | bOverruleNavigationRelevant
Object
name | Group
name | InitialState
Placement
float | DrawScale
vector | DrawScale3D
vector | Location
rotator | Rotation
Sound
ESoundOcclusion | SoundOcclusion

Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
EDetailMode DM_Low, DM_High, DM_SuperHigh
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_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface, DT_FluidVolume,
EFilterState FS_Maybe, FS_Yes, FS_No
EForceType FT_None, FT_DragAlong,
ELightEffect LE_Pointlight, LE_Sunlight, LE_Spotlight,
ELightType LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_FadeOut
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_Karma_Deprecated, PHYS_KarmaRagDoll_Deprecated, PHYS_Havok, PHYS_HavokSkeletal, PHYS_Movement,
ERenderStyle STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive, STY_Particle, STY_AlphaZ,
ESoundOcclusion OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,
ETravelType TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,
SocketCoordinates SOCKET_World, SOCKET_Local,

Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
ActorRenderDataPtr Ptr
AnimRep AnimSequence, bAnimLoop, AnimRate, AnimFrame, TweenRate
BatchReference BatchIndex, ElementIndex
HavokRigidBodyState Position, Quaternion, LinVel, AngVel
KRBVec X, Y, Z
KRigidBodyState Position, Quaternion, LinVel, AngVel
LightRenderDataPtr Ptr
PointRegion Zone, iLeaf, ZoneNumber
ProjectorRenderInfoPtr Ptr
StaticMeshProjectorRenderInfoPtr Ptr

Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, 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)
|  | actorLabel (class<Actor> actorClass, out Actor foundActor, Name label)
|  | AddContextForNextEffectEvent (name Context))
|  | AddDebugMessage (string NewMessage, optional color NewMessageColor)
| Actor | AITrace (vector TraceEnd, optional vector TraceStart, optional vector Extent)
|  | AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
| Object | Allocate (Object Context, Object Outer, optional string n, optional INT flags, optional Object Template)
|  | AnimBlendParams (int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose)
|  | AnimBlendToAlpha (int Stage, float TargetAlpha, float TimeInterval)
|  | AnimEnd (int Channel)
| bool | AnimIsInGroup (int Channel, name GroupName)
|  | AnimStopLooping (optional int Channel)
|  | Attach (Actor Other)
| bool | AttachToBone (actor Attachment, name BoneName)
|  | AutonomousPhysics (float DeltaSeconds)
|  | BaseChange ()
|  | BasedActors (class<actor> BaseClass, out actor Actor)
|  | BecomeViewTarget ()
|  | BeginEvent ()
|  | BeginPlay ()
|  | BoneRefresh ()
|  | BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Core.Object OptionalObject ))
|  | Bump (Actor Other)
| bool | CanSplash ()))
| bool | checkSocket (String name)
|  | ChildActors (class<actor> BaseClass, out actor Actor)
|  | classConstruct ()))
|  | clientDispatchMessage (Message msg))
|  | Clock (out float time)
|  | CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
| string | ConsoleCommand (string Command)
|  | Construct (actor Owner, optional name Tag, optional vector Location, optional rotator Rotation)
|  | Construct ()
| string | CurrentLIPSincAnim ()
|  | DebugClock ()
|  | DebugUnclock ()
|  | DemoPlaySound (sound Sound, float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, float Pitch, optional int Flags, optional float FadeInTime, optional bool Attenuate)
| bool | Destroy ()
|  | Destroyed ()))
|  | Detach (Actor Other)
| bool | DetachFromBone (actor Attachment)
|  | dispatchMessage (Message msg))
|  | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|  | DrawDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B)
|  | DynamicActors (class<actor> BaseClass, out actor Actor, optional name MatchTag)
| bool | EffectIsRelevant (vector SpawnLocation, bool bForceDedicated ))
|  | EnableChannelNotify (int Channel, int Switch)
|  | EncroachedBy (actor Other)
| bool | EncroachingOn (actor Other)
|  | EndedRotation ()
|  | EndEvent ()
|  | Error (coerce string S)
|  | Falling ()
| bool | FastTrace (vector TraceEnd, optional vector TraceStart)
| Actor | findByLabel (class<Actor> actorClass, Name label, optional bool checkDead))
| Actor | findStaticByLabel (class<Actor> actorClass, Name label, optional bool checkDead))
|  | FinishAnim (optional int Channel)
|  | FinishedInterpolation ()))
|  | FinishInterpolation ()
| bool | ForceFeedbackSupported (optional bool Enable)
|  | FreezeAnimAt (float Time, optional int Channel)
|  | GainedChild (Actor Other)
| float | GetAnimLength (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
|  | GetAnimParams (int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate)
| coords | GetBoneCoords (name BoneName, optional bool bGetSocketCoords)
| rotator | GetBoneRotation (name BoneName, optional int Space)
| bool | GetCacheEntry (int Num, out string GUID, out string Filename)
| Name | GetClosestBone (Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance)
| vector | GetCollisionExtent ()))
| Material | GetCurrentMaterial (optional int Index)
| String | GetDebugName ()))
| String | GetHumanReadableName ()))
| Actor | getHurtRadiusParent ()))
| String | GetItemName (string FullName ))
| float | GetLIPSincAnimDuration (name LIPSincAnimName)
| string | GetLocalString (optional int Switch, optional Core.Object Related1, optional Core.Object Related2 ))
| string | GetMapName (string NameEnding, string MapName, int Dir)
| Material | GetMaterial (int Index)
| string | GetMeshName ()
| vector | GetMeshOrigin ()
| 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 ()
| Material | GetOverlayMaterial (int Index))
| class | GetRadarInfoClass ()))
| float | getReceiveDamageRadius ()))
| plane | GetRenderBoundingSphere ()
| vector | GetRootLocation ()
| vector | GetRootLocationDelta ()
| rotator | GetRootRotation ()
| rotator | GetRootRotationDelta ()
| bool | getSocket (String name, out Vector position, out Rotator rotation, out Vector scale, optional SocketCoordinates coordinates)
| float | GetSoundDuration (sound Sound)
| string | GetURLMap ()
| string | GetUrlOption (string Option)
| bool | HasAnim (name Sequence)
| bool | HasLIPSincAnim (name LIPSincAnimName)
|  | HavokActivate (optional bool Activate)
|  | HavokCollisionGroupChange (int layer, int systemGroup, int subpartID, int subpartIgnoreID, optional name BoneName)
| vector | HavokGetAngularVelocity (optional name BoneName)
| vector | HavokGetCenterOfMass ()
| name | HavokGetLastTracedBone ()
| vector | HavokGetLinearVelocity (optional name BoneName)
| vector | HavokGetPosition (optional name BoneName)
|  | HavokGetState (out HavokRigidBodyState state, optional name BoneName)
|  | HavokImpartCOMImpulse (vector Impulse, optional name BoneName)
|  | HavokImpartForce (vector Force, vector Position, optional name BoneName)
|  | HavokImpartImpulse (vector Impulse, vector Position, optional name BoneName)
|  | HavokImpartLinearForceAll (vector Force)
| bool | HavokIsActive ()
|  | HavokReturnSkeletalActorToAnimationSystem ()
|  | HavokSetAngularDamping (float Damping, optional name BoneName)
|  | HavokSetAngularVelocity (vector Angular, optional name BoneName)
|  | HavokSetBlocking (bool blockHavok)
|  | HavokSetCOM (vector Offset, optional name BoneName)
|  | HavokSetGameTickForce (vector Force, vector Position)
|  | HavokSetLinearDamping (float Damping, optional name BoneName)
|  | HavokSetLinearVelocity (vector Linear, optional name BoneName)
|  | HavokSetLinearVelocityAll (vector Linear)
|  | HavokSetPosition (vector Linear, optional name BoneName)
|  | HavokSetRotation (quat newRotation)
|  | HavokSlowSetCollisionEnabled (actor Other, bool Enabled, optional name BoneNameA, optional name BoneNameB)
| bool | HavokUpdateState (out HavokRigidBodyState newState)
|  | Hide ()))
|  | HitWall (vector HitNormal, actor HitWall)
|  | HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection ))
|  | InterruptSound (sound Sound)
| bool | IsAnimating (optional int Channel)
| bool | IsInPain ()))
| bool | IsInVolume (Volume aVolume))
| bool | IsOverlapping (Actor Other)
| bool | IsPlayingLIPSincAnim ()
| bool | IsTweening (int Channel)
|  | KilledBy (pawn EventInstigator)
|  | Landed (vector HitNormal)
|  | LinkMesh (mesh NewMesh, optional bool bKeepAnim)
|  | LinkSkelAnim (MeshAnimation Anim, optional mesh NewMesh)
|  | LIPSincAnimEnd ()
| string | LocalizeMapText (string SectionName, string KeyName))
|  | LockRootMotion (int Lock)
|  | LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
|  | LostChild (Actor Other)
|  | makeDormant (bool onOff ))
|  | MakeNoise (float Loudness)
|  | MatchStarting ()
| bool | Move (vector Delta)
| bool | MoveCacheEntry (string GUID, optional string NewFilename)
| bool | MoveSmooth (vector Delta)
|  | nearbyControlledPawns (Vector CenterLocation, float Radius, out Pawn Pawn, optional name matchTag)
| bool | NearSpot (vector Spot))
|  | OnGameStarted ()
|  | OnHidden ()
|  | OnlyAffectPawns (bool B)
| function | onMessage (Message msg)
|  | OnOptimizedIn ()
|  | OnOptimizedOut ()
|  | OnShown ()
|  | OptimizeIn ()))
|  | OptimizeOut ()))
|  | PauseSound (sound Sound)
|  | PhysicsVolumeChange (PhysicsVolume NewVolume)
|  | PlayAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel)
|  | PlayAnimAdditive (name Sequence, optional float Rate, optional float TweenTime, optional int Channel, optional name RefSequence)
| bool | PlayerCanSeeMe ()
|  | PlayFeedbackEffect (String EffectName)
|  | PlayLIPSincAnim (name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch, optional bool bPositional)
|  | PlayLoopedSound (sound Sound, optional float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, optional float Pitch, optional int Flags, optional bool Attenuate, optional float AISoundRadius, optional Name SoundCategory ))
| int | PlayMusic (string Song, float FadeInTime)
|  | PlayOwnedSound (sound Sound, float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, float Pitch, optional int Flags, optional float FadeInTime, optional bool Attenuate)
|  | PlayScriptedAnim (name AnimToPlay))
| int | PlaySound (sound Sound, float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, float Pitch, optional int Flags, optional float FadeInTime, optional bool Attenuate, optional float AISoundRadius, optional Name SoundCategory)
|  | PlayStream (String StreamPath, optional float Volume, optional float InnerRadius, optional float OuterRadius, optional float Pitch, optional int Flags, optional float FadeInTime)
|  | PlayTeleportEffect (bool bOut, bool bSound)
|  | PostBeginPlay ()))
|  | PostLoadGame ()
|  | PostNetBeginPlay ()
|  | PostNetReceive ()
|  | PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor)
|  | PostTeleport (Teleporter OutTeleporter)
|  | PostTouch (Actor Other)
|  | PreBeginPlay ()))
|  | PrecacheSpeech (SpeechManager Manager)
|  | PreScriptedTextureRendered (ScriptedTexture Tex)
| bool | PreTeleport (Teleporter InTeleporter)
|  | PreTrigger (Actor Other, Pawn EventInstigator ))
|  | processHurtRadiusVictim (Actor victim, float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection))
|  | ProjectileTouch (Actor Other, vector TouchLocation, vector TouchNormal)
|  | RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc)
|  | registerClientMessage (class<Message> messageClass, coerce string triggeredByFilter))
|  | registerMessage (class<Message> messageClass, coerce string triggeredByFilter))
|  | RegisterNotifyGameStarted ()))
|  | RenderOverlays (Canvas Canvas)
|  | RenderTexture (ScriptedTexture Tex)
|  | ReplaceText (out string Text, string Replace, string With))
|  | Reset ()
|  | ResumeSound (sound Sound)
|  | SetAnimFrame (float Time, optional int Channel, optional int UnitFlag)
|  | SetBase (actor NewBase, optional vector NewFloor)
|  | SetBoneDirection (name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space)
|  | 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)
|  | 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)
|  | SetGRI (GameReplicationInfo GRI)
|  | SetInitialState ()))
| bool | SetLocation (vector NewLocation)
|  | SetOwner (actor NewOwner)
|  | SetPhysics (EPhysics newPhysics)
| bool | SetRelativeLocation (vector NewLocation)
| bool | SetRelativeRotation (rotator NewRotation)
| bool | SetRotation (rotator NewRotation)
|  | SetStaticMesh (StaticMesh NewStaticMesh)
|  | SetTimer (float NewTimerRate, bool bLoop)
| Material | ShallowCopyMaterial (Material src, Actor owner)
| bool | ShouldActorsBlockSplash ()))
| bool | ShouldProjectileHit (Actor projInstigator))
|  | Show ()))
| actor | Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
| Actor | SpecialHandling (Pawn Other)
|  | StartInterpolation ()))
|  | staticActorLabel (class<Actor> actorClass, out Actor foundActor, Name label)
|  | StopAllMusic (float FadeOutTime)
|  | StopAnimating (optional bool ClearAllButBase)
|  | StopFeedbackEffect (optional String EffectName)
|  | StopLIPSincAnim ()
|  | StopMusic (int SongHandle, float FadeOutTime)
| vector | SuggestFallVelocity (vector Destination, vector Start, float MaxZ, float MaxXYSpeed)
|  | TakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
| bool | TestMove (vector Location, rotator Rotation)
|  | Tick (float DeltaTime)
|  | Timer ()
|  | TornOff ()
|  | 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)
|  | TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent)
|  | TravelPostAccept ()
|  | TravelPreAccept ()
|  | Trigger (Actor Other, Pawn EventInstigator)
| bool | TriggerEffectEvent (name EffectEvent, optional Actor Other, optional Material TargetMaterial, optional vector HitLocation, optional rotator HitNormal, optional bool PlayOnOther, optional bool QueryOnly, optional IEffectObserver Observer, optional name ReferenceTag))
|  | TriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
|  | TweenAnim (name Sequence, float Time, optional int Channel)
|  | UnClock (out float time)
|  | unifiedAddForce (Vector force))
|  | unifiedAddForceAtPosition (Vector force, Vector position))
|  | unifiedAddImpulse (Vector impulse))
|  | unifiedAddImpulseAtPosition (Vector impulse, Vector position))
|  | unifiedAddTorque (Vector torque))
|  | unifiedAddVelocity (Vector deltaVelocity))
| Vector | unifiedGetAcceleration ()))
| Vector | unifiedGetCOMPosition ()))
| float | unifiedGetGravity ()))
| float | unifiedGetMass ()))
| Vector | unifiedGetNaturalCOMPosition ()))
| Vector | unifiedGetPosition ()))
| Vector | unifiedGetVelocity ()))
|  | unifiedSetAcceleration (Vector newAcceleration))
|  | unifiedSetAngularVelocity (Rotator newAngularVelocity))
|  | unifiedSetMass (float newMass))
|  | unifiedSetPosition (Vector newPosition))
|  | unifiedSetRotation (Rotator newRotation))
|  | unifiedSetVelocity (Vector newVelocity))
|  | UnTouch (Actor Other)
|  | UnTrigger (Actor Other, Pawn EventInstigator)
|  | UnTriggerEffectEvent (name EffectEvent, ptional name ReferenceTag))
|  | UnTriggerEvent (Name EventName, Actor Other, Pawn EventInstigator ))
|  | UpdateAttachmentLocations ()
|  | UpdatePrecacheRenderData ()))
|  | UpdateURL (string NewOption, string NewValue, bool bSaveDefault)
|  | UsedBy (Pawn user)
|  | VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc)
|  | VisibleCollidingActors (class<object> BaseClass, out object Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden, optional bool bUseBoxCheck, optional Actor checkActor, optional bool bIgnoreStatic)
|  | ZoneChange (ZoneInfo NewZone)

Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

Constants Detail

#### MAXSTEPHEIGHT Source code

const MAXSTEPHEIGHT = 35.0;

#### MINFLOORZ Source code

const MINFLOORZ = 0.7;

Variables Detail

#### Acceleration Source code

var vector Acceleration;

#### ActorRenderData Source code

var const native ActorRenderDataPtr ActorRenderData;

#### 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;

#### bAlwaysZeroBoneOffset Source code

var bool bAlwaysZeroBoneOffset;

#### bAnimByOwner Source code

var bool bAnimByOwner;

#### Base Source code

var const Actor Base;

#### bClientAnim Source code

var bool bClientAnim;

#### bClientDemoNetFunc Source code

var const bool bClientDemoNetFunc;

#### bClientDemoRecording Source code

var const bool bClientDemoRecording;

#### bCompressedPosition Source code

var bool bCompressedPosition;

#### bDeleteMe Source code

var const bool bDeleteMe;

#### bDemoOwner Source code

var const bool bDemoOwner;

#### bDemoRecording Source code

var const bool bDemoRecording;

#### bDestroyInPainVolume Source code

var bool bDestroyInPainVolume;

#### bDisableEditorCopying Source code

var bool bDisableEditorCopying;

#### bDisableTick Source code

var bool bDisableTick;

#### bDisableTouch Source code

var bool bDisableTouch;

#### bDisturbFluidSurface Source code

var bool bDisturbFluidSurface;

#### bEdSnap Source code

var transient bool bEdSnap;

#### bHiddenEd Source code

var const bool bHiddenEd;

#### bHiddenEdGroup Source code

var const nocopy bool bHiddenEdGroup;

#### bHurtEntry Source code

var bool bHurtEntry;

#### bIgnoreOutOfWorld Source code

var bool bIgnoreOutOfWorld;

#### bInterpolating Source code

var bool bInterpolating;

#### bIsMirror Source code

var bool bIsMirror;

#### bIsVehicle Source code

var const bool bIsVehicle;

#### bJustTeleported Source code

var const bool bJustTeleported;

#### bLightChanged Source code

var bool bLightChanged;

#### bNeedPostRenderCallback Source code

var bool bNeedPostRenderCallback;

#### bNetDirty Source code

var transient const bool bNetDirty;

#### bNetInitial Source code

var const bool bNetInitial;

#### bNetInitialRotation Source code

var const bool bNetInitialRotation;

#### bNetNotify Source code

var bool bNetNotify;

#### bNetOwner Source code

var const bool bNetOwner;

#### bNetRelevant Source code

var const bool bNetRelevant;

#### bNetTemporary Source code

var const bool bNetTemporary;

#### bNetworkRelevancyVisible Source code

var bool bNetworkRelevancyVisible;

#### bNoRepMesh Source code

var bool bNoRepMesh;

#### bObsolete Source code

var bool bObsolete;

#### bOnlyAffectPawns Source code

var const bool bOnlyAffectPawns;

#### bOnlyDirtyReplication Source code

var bool bOnlyDirtyReplication;

#### bOnlyDrawIfAttached Source code

var bool bOnlyDrawIfAttached;

#### bOnlyOwnerSee Source code

var bool bOnlyOwnerSee;

#### bOnlyRelevantToOwner Source code

var bool bOnlyRelevantToOwner;

#### bOrientOnSlope Source code

var bool bOrientOnSlope;

#### bPathTemp Source code

var transient bool bPathTemp;

#### bPendingDelete Source code

var bool bPendingDelete;

#### bRepClientDemo Source code

var const bool bRepClientDemo;

#### bReplicateAnimations Source code

var bool bReplicateAnimations;

#### bReplicateInstigator Source code

var bool bReplicateInstigator;

#### bReplicateLabel Source code

var bool bReplicateLabel;

#### bReplicateMovement Source code

var bool bReplicateMovement;

#### bScriptInitialized Source code

var bool bScriptInitialized;

#### bSelected Source code

var const bool bSelected;

#### bShowOctreeNodes Source code

var bool bShowOctreeNodes;

#### bSkipActorPropertyReplication Source code

var bool bSkipActorPropertyReplication;

#### bStatic Source code

var const bool bStatic;

#### bTearOff Source code

var bool bTearOff;

#### bTempEditor Source code

var transient const bool bTempEditor;

#### bTimerLoop Source code

var bool bTimerLoop;

#### bTrailerAllowRotation Source code

var bool bTrailerAllowRotation;

#### bTrailerPrePivot Source code

var bool bTrailerPrePivot;

#### bTrailerSameRotation Source code

var bool bTrailerSameRotation;

#### bTravel Source code

var bool bTravel;

#### bUnifiedPositionChanged Source code

var private bool bUnifiedPositionChanged;

#### bUnifiedVelocityChanged Source code

var private bool bUnifiedVelocityChanged;

#### bUpdateSimulatedPosition Source code

var bool bUpdateSimulatedPosition;

#### bWasSNFiltered Source code

var bool bWasSNFiltered;

#### CachedLocalToWorld Source code

var Matrix CachedLocalToWorld;

#### CachedLocation Source code

var const vector CachedLocation;

#### CachedRotation Source code

var const Rotator CachedRotation;

#### CollisionTag Source code

var const native int CollisionTag;

#### ColLocation Source code

var const vector ColLocation;

#### Deleted Source code

var const actor Deleted;

#### forceAccumulator Source code

var private Vector forceAccumulator;

#### HardRelMatrix Source code

var const Matrix HardRelMatrix;

#### havokAngularVelocity Source code

var vector havokAngularVelocity;

#### HavokData Source code

var export editinline HavokObject HavokData;

#### havokGameTickForce Source code

var private vector havokGameTickForce;

#### havokGameTickForcePosition Source code

var private vector havokGameTickForcePosition;

#### havokSkeletalRotationSpeed Source code

var const float havokSkeletalRotationSpeed;

#### Instigator Source code

var Pawn Instigator;

#### JoinedTag Source code

var const transient int JoinedTag;

#### LastRenderTime Source code

var transient float LastRenderTime;

#### LastTick Source code

var transient const int LastTick;

#### LatentAnimChannelCount Source code

var const array<byte> LatentAnimChannelCount;

#### LatentFloat Source code

var const float LatentFloat;

#### LatentStackLocations Source code

var transient noexport private const Array<INT> LatentStackLocations;

#### Leaves Source code

var transient array<int> Leaves;

#### Level Source code

var const LevelInfo Level;

#### LightRenderData Source code

var const native LightRenderDataPtr LightRenderData;

#### MeshInstance Source code

var transient MeshInstance MeshInstance;

#### MessageClass Source code

var Class<LocalMessage> MessageClass;

#### movementObject Source code

var const MovementObject movementObject;

#### MovementObjectClass Source code

var name MovementObjectClass;

#### NetPriority Source code

var float NetPriority;

#### NetTag Source code

var const transient int NetTag;

#### NetUpdateFrequency Source code

var float NetUpdateFrequency;

#### NetUpdateTime Source code

var const float NetUpdateTime;

#### OctreeBox Source code

var const transient Box OctreeBox;

#### OctreeBoxCenter Source code

var const transient vector OctreeBoxCenter;

#### OctreeBoxRadii Source code

var const transient vector OctreeBoxRadii;

#### OctreeNodes Source code

var const transient array<int> OctreeNodes;

#### Owner Source code

var const Actor Owner;

#### OwnerGroups Source code

var const array<Object> OwnerGroups;

#### PendingTouch Source code

var Actor PendingTouch;

#### PhysicsVolume Source code

var const PhysicsVolume PhysicsVolume;

#### Projectors Source code

var const native array<ProjectorRenderInfoPtr> Projectors;

#### 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;

#### RenderRevision Source code

var const native int RenderRevision;

#### RepSkin Source code

var Material RepSkin;

#### Role Source code

var ENetRole Role;

#### SimAnim Source code

var transient AnimRep SimAnim;

#### StaticFilterState Source code

var const 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;

#### torqueAccumulator Source code

var private Vector torqueAccumulator;

#### Touching Source code

var const array<Actor> Touching;

#### unifiedPosition Source code

var private Vector unifiedPosition;

#### unifiedVelocity Source code

var private Vector unifiedVelocity;

#### UsesSubVisibility Source code

var const bool UsesSubVisibility;

#### XLevel Source code

var transient const Level XLevel;

### Actor

#### bOnlyAffectCurrentZone Source code

var(Actor) bool bOnlyAffectCurrentZone;

> If this flag is set to TRUE on a light or projector, that light/projector will only affect actors and BSP that are in the same zone at the light/projector.

#### Label Source code

var(Actor) Name Label;

> This object's label for use within the GUI editing system, and scripting (not mandatory)

#### TriggeredBy Source code

var(Actor) const String TriggeredBy;

> This actor only receives messages from actors that have a matching label

### Advanced

#### bCanBeDamaged Source code

var(Advanced) bool bCanBeDamaged;

#### bCanTeleport Source code

var(Advanced) bool bCanTeleport;

#### bCollideWhenPlacing Source code

var(Advanced) bool bCollideWhenPlacing;

#### bDirectional Source code

var(Advanced) bool bDirectional;

#### bEdShouldSnap Source code

var(Advanced) bool bEdShouldSnap;

#### bGameRelevant Source code

var(Advanced) bool bGameRelevant;

#### bHidden Source code

var(Advanced) bool bHidden;

#### bHighDetail Source code

var(Advanced) bool bHighDetail;

#### bImportantActor Source code

var(Advanced) bool bImportantActor;

#### bLockLocation Source code

var(Advanced) bool bLockLocation;

#### bMovable Source code

var(Advanced) bool bMovable;

#### bNeedLifetimeEffectEvents Source code

var(Advanced) bool bNeedLifetimeEffectEvents;

#### bNoDelete Source code

var(Advanced) const bool bNoDelete;

#### bSendDestructionNotification Source code

var(Advanced) bool bSendDestructionNotification;

> If true, all registered IInterestedActorDestroyed objects will be notified when this actor is destroyed. NOTE: this setting is ignored if bStatic=true.

#### bShouldBaseAtStartup Source code

var(Advanced) bool bShouldBaseAtStartup;

#### bStasis Source code

var(Advanced) bool bStasis;

#### bSuperHighDetail Source code

var(Advanced) bool bSuperHighDetail;

#### bTriggerEffectEventsBeforeGameStarts Source code

var(Advanced) bool bTriggerEffectEventsBeforeGameStarts;

#### bWorldGeometry Source code

var(Advanced) bool bWorldGeometry;

#### LifeSpan Source code

var(Advanced) float LifeSpan;

### Collision

#### bAutoAlignToTerrain Source code

var(Collision) bool bAutoAlignToTerrain;

#### bBlockActors Source code

var(Collision) bool bBlockActors;

#### bBlockHavok Source code

var(Collision) const bool bBlockHavok;

#### bBlockKarma Source code

var(Collision) const bool bBlockKarma;

#### bBlockNonZeroExtentTraces Source code

var(Collision) bool bBlockNonZeroExtentTraces;

#### bBlockPlayers Source code

var(Collision) bool bBlockPlayers;

#### bBlockZeroExtentTraces Source code

var(Collision) bool bBlockZeroExtentTraces;

#### bCollideActors Source code

var(Collision) const bool bCollideActors;

#### bCollideWorld Source code

var(Collision) bool bCollideWorld;

#### bDisableHavokCollisionWhenAttached Source code

var(Collision) const bool bDisableHavokCollisionWhenAttached;

#### bPathColliding Source code

var(Collision) bool bPathColliding;

#### bProjectile Source code

var(Collision) bool bProjectile;

#### bProjTarget Source code

var(Collision) bool bProjTarget;

#### bSkipEncroachment Source code

var(Collision) bool bSkipEncroachment;

#### bUseCylinderCollision Source code

var(Collision) bool bUseCylinderCollision;

#### CollisionHeight Source code

var(Collision) const float CollisionHeight;

#### CollisionRadius Source code

var(Collision) const float CollisionRadius;

### Display

#### AmbientGlow Source code

var(Display) byte AmbientGlow;

#### AntiPortal Source code

var(Display) ConvexVolume AntiPortal;

#### bAcceptsProjectors Source code

var(Display) bool bAcceptsProjectors;

#### bAcceptsShadowProjectors Source code

var(Display) bool bAcceptsShadowProjectors;

> If false, ShadowProjectors (e.g., player shadows) will not project onto this actor. This parameter is ignored unless bAcceptsProjectors=true.

#### bDisableSorting Source code

var(Display) bool bDisableSorting;

#### bGetOverlayMaterialFromBase Source code

var(Display) bool bGetOverlayMaterialFromBase;

#### bGetSkinFromBase Source code

var(Display) bool bGetSkinFromBase;

#### bOwnerNoSee Source code

var(Display) bool bOwnerNoSee;

#### Brush Source code

var(Display) const editconst deepcopy model Brush;

#### bShadowCast Source code

var(Display) bool bShadowCast;

#### bStaticLighting Source code

var(Display) bool bStaticLighting;

#### BumpmapLODScale Source code

var(Display) float BumpmapLODScale;

#### bUnlit Source code

var(Display) bool bUnlit;

#### bUseDynamicLights Source code

var(Display) bool bUseDynamicLights;

#### bUseLightingFromBase Source code

var(Display) bool bUseLightingFromBase;

#### bUseRootMotionBound Source code

var(Display) bool bUseRootMotionBound;

#### bVolumetricShadowCast Source code

var(Display) bool bVolumetricShadowCast;

> If true, lights with bCastsVolumetricShadows=true will cast volumetric shadows from this actor

#### CullDistance Source code

var(Display) float CullDistance;

#### DrawType Source code

var(Display) EDrawType DrawType;

#### ForcedVisibilityZoneTag Source code

var(Display) const name ForcedVisibilityZoneTag;

> If set to something other than None, this actor will only render if the Tag of the ZoneInfo of its current zone is set to the same name.\n\nAdditionally, if the actor is a projector it will only project onto actors that are also in the correct zone.

#### LODBias Source code

var(Display) float LODBias;

#### MaxLights Source code

var(Display) byte MaxLights;

#### Mesh Source code

var(Display) const mesh Mesh;

#### PrePivot Source code

var(Display) vector PrePivot;

#### ScaleGlow Source code

var(Display) float ScaleGlow;

#### Skins Source code

var(Display) array<Material> Skins;

#### StaticMesh Source code

var(Display) const StaticMesh StaticMesh;

#### Style Source code

var(Display) ERenderStyle Style;

#### Texture Source code

var(Display) Material Texture;

### DynamicSpeech

#### SpeechTag Source code

var(DynamicSpeech) String SpeechTag;

> Used as a full or partial key to lookup speech files int the Dynamic Speech system

### Events

#### Event Source code

var(Events) name Event;

#### Tag Source code

var(Events) name Tag;

### Filter

#### exclusiveToGameInfo Source code

var(Filter) class<GameInfo> exclusiveToGameInfo;

> This Actor will only appear in the specified game type.

#### gameInfoExclusions Source code

var(Filter) array<class<GameInfo>> gameInfoExclusions;

> This Actor won't appear in any of the specified game types.

#### gameInfoInclusions Source code

var(Filter) array<class<GameInfo>> gameInfoInclusions;

> This Actor will appear in the specified game types even if the game types exist in an exclusion filter.

#### maxDifficulty Source code

var(Filter) int maxDifficulty;

#### maxNumPlayers Source code

var(Filter) int maxNumPlayers;

#### minDifficulty Source code

var(Filter) int minDifficulty;

#### minNumPlayers Source code

var(Filter) int minNumPlayers;

### Force

#### ForceRadius Source code

var(Force) float ForceRadius;

#### ForceScale Source code

var(Force) float ForceScale;

#### ForceType Source code

var(Force) EForceType ForceType;

### Havok

#### bClientHavokPhysics Source code

var(Havok) bool bClientHavokPhysics;

#### bEnableHavokBackstep Source code

var(Havok) bool bEnableHavokBackstep;

#### havokDataClass Source code

var(Havok) class<HavokObject> havokDataClass;

### LightColor

#### LightBrightness Source code

var(LightColor) float LightBrightness;

#### LightHue Source code

var(LightColor) byte LightHue;

#### LightSaturation Source code

var(LightColor) byte LightSaturation;

### Lighting

#### bActorShadows Source code

var(Lighting) bool bActorShadows;

#### bCastsVolumetricShadows Source code

var(Lighting) bool bCastsVolumetricShadows;

#### bCorona Source code

var(Lighting) bool bCorona;

#### bDisableBspVolumetrics Source code

var(Lighting) bool bDisableBspVolumetrics;

#### bDisableShadowOptimisation Source code

var(Lighting) bool bDisableShadowOptimisation;

#### bDoNotApproximateBumpmap Source code

var(Lighting) bool bDoNotApproximateBumpmap;

#### bDynamicLight Source code

var(Lighting) bool bDynamicLight;

#### bLightingVisibility Source code

var(Lighting) bool bLightingVisibility;

#### 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;

#### LightRadius Source code

var(Lighting) float LightRadius;

#### LightType Source code

var(Lighting) ELightType LightType;

#### MaxTraceDistance Source code

var(Lighting) float MaxTraceDistance;

### Movement

#### AttachTag Source code

var(Movement) name AttachTag;

#### bBounce Source code

var(Movement) bool bBounce;

#### bFixedRotationDir Source code

var(Movement) bool bFixedRotationDir;

#### bHardAttach Source code

var(Movement) bool bHardAttach;

#### bIgnoreEncroachers Source code

var(Movement) bool bIgnoreEncroachers;

#### bRotateToDesired Source code

var(Movement) bool bRotateToDesired;

#### Buoyancy Source code

var(Movement) float Buoyancy;

#### DesiredRotation Source code

var(Movement) rotator DesiredRotation;

#### GravityScale Source code

var(Movement) float GravityScale;

#### Mass Source code

var(Movement) float Mass;

#### Physics Source code

var(Movement) EPhysics Physics;

#### RotationRate Source code

var(Movement) rotator RotationRate;

#### Velocity Source code

var(Movement) vector Velocity;

### Navigation

#### bNavigationRelevant Source code

var(Navigation) bool bNavigationRelevant;

#### bOverruleNavigationRelevant Source code

var(Navigation) bool bOverruleNavigationRelevant;

### Object

#### Group Source code

var(Object) name Group;

#### InitialState Source code

var(Object) name InitialState;

### Placement

#### DrawScale Source code

var(Placement) const float DrawScale;

#### DrawScale3D Source code

var(Placement) const vector DrawScale3D;

#### Location Source code

var(Placement) const vector Location;

#### Rotation Source code

var(Placement) const rotator Rotation;

### Sound

#### SoundOcclusion Source code

var(Sound) ESoundOcclusion SoundOcclusion;

Enumerations Detail

#### EDetailMode Source code

enum EDetailMode
{

> DM_Low, DM_High, DM_SuperHigh

};

#### 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_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface, DT_FluidVolume,

};

#### 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_Pointlight, LE_Sunlight, LE_Spotlight,

};

#### ELightType Source code

enum ELightType
{

> LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_FadeOut

};

#### 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_Karma_Deprecated, PHYS_KarmaRagDoll_Deprecated, PHYS_Havok, PHYS_HavokSkeletal, PHYS_Movement,

};

#### ERenderStyle Source code

enum ERenderStyle
{

> STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive, STY_Particle, STY_AlphaZ,

};

#### ESoundOcclusion Source code

enum ESoundOcclusion
{

> OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes,

};

#### ETravelType Source code

enum ETravelType
{

> TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative,

};

#### SocketCoordinates Source code

enum SocketCoordinates
{

> SOCKET_World, SOCKET_Local,

};

Structures Detail

#### ActorRenderDataPtr Source code

struct ActorRenderDataPtr
{

> var int Ptr;

};

#### AnimRep Source code

struct AnimRep
{

> var byte AnimFrame;
> var byte AnimRate;
> var name AnimSequence;
> var bool bAnimLoop;
> var byte TweenRate;

};

#### BatchReference Source code

struct BatchReference
{

> var int BatchIndex;
> var int ElementIndex;

};

#### HavokRigidBodyState Source code

struct HavokRigidBodyState
{

> var vector AngVel;
> var vector LinVel;
> var vector Position;
> var quat Quaternion;

};

#### KRBVec Source code

struct KRBVec
{

> var float X;
> var float Y;
> var float Z;

};

#### KRigidBodyState Source code

struct KRigidBodyState
{

> var KRBVec AngVel;
> var KRBVec LinVel;
> var KRBVec Position;
> var Quat Quaternion;

};

#### 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;

};

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 )

#### actorLabel Source code

native final iterator function actorLabel ( class<Actor> actorClass, out Actor foundActor, Name label )

#### AddContextForNextEffectEvent Source code

simulated function AddContextForNextEffectEvent ( name Context) )

#### AddDebugMessage Source code

native function AddDebugMessage ( string NewMessage, optional color NewMessageColor )

#### AITrace Source code

native(553) final function Actor AITrace ( vector TraceEnd, optional vector TraceStart, optional vector Extent )

#### AllActors Source code

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

#### Allocate Source code

native static function Object Allocate ( Object Context, Object Outer, optional string n, optional INT flags, optional Object Template )

#### AnimBlendParams Source code

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

#### 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 )

#### AnimStopLooping Source code

native final function AnimStopLooping ( optional int Channel )

#### Attach Source code

event Attach ( Actor Other )

#### AttachToBone Source code

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

#### 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

event BeginEvent ( )

#### BeginPlay Source code

event BeginPlay ( )

#### BoneRefresh Source code

native final function BoneRefresh ( )

#### BroadcastLocalizedMessage Source code

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

#### Bump Source code

event Bump ( Actor Other )

#### CanSplash Source code

function bool CanSplash ( ) )

#### checkSocket Source code

native final event bool checkSocket ( String name )

#### ChildActors Source code

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

#### classConstruct Source code

function classConstruct ( ) )

#### clientDispatchMessage Source code

simulated function clientDispatchMessage ( Message msg) )

#### Clock Source code

native final function Clock ( out float time )

#### CollidingActors Source code

native(321) final iterator function CollidingActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc )

#### ConsoleCommand Source code

native function string ConsoleCommand ( string Command )

#### Construct Source code

overloaded native function Construct ( actor Owner, optional name Tag, optional vector Location, optional rotator Rotation )

#### Construct Source code

overloaded native function Construct ( )

#### CurrentLIPSincAnim Source code

native final function string CurrentLIPSincAnim ( )

#### DebugClock Source code

native final function DebugClock ( )

#### DebugUnclock Source code

native final function DebugUnclock ( )

#### DemoPlaySound Source code

native simulated event DemoPlaySound ( sound Sound, float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, float Pitch, optional int Flags, optional float FadeInTime, optional bool Attenuate )

#### Destroy Source code

native(279) final function bool Destroy ( )

#### Destroyed Source code

simulated event Destroyed ( ) )

#### Detach Source code

event Detach ( Actor Other )

#### DetachFromBone Source code

native final function bool DetachFromBone ( actor Attachment )

#### dispatchMessage Source code

function dispatchMessage ( Message msg) )

#### DisplayDebug Source code

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

#### DrawDebugLine Source code

native final function DrawDebugLine ( vector LineStart, vector LineEnd, byte R, byte G, byte B )

#### DynamicActors Source code

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

#### EffectIsRelevant Source code

simulated function bool EffectIsRelevant ( vector SpawnLocation, bool bForceDedicated ) )

#### 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

event EndEvent ( )

#### Error Source code

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

#### Falling Source code

event Falling ( )

#### FastTrace Source code

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

#### findByLabel Source code

function Actor findByLabel ( class<Actor> actorClass, Name label, optional bool checkDead) )

#### findStaticByLabel Source code

function Actor findStaticByLabel ( class<Actor> actorClass, Name label, optional bool checkDead) )

#### FinishAnim Source code

native(261) final latent function FinishAnim ( optional int Channel )

#### FinishedInterpolation Source code

event FinishedInterpolation ( ) )

#### FinishInterpolation Source code

native(301) final latent function FinishInterpolation ( )

#### ForceFeedbackSupported Source code

native(568) final function bool ForceFeedbackSupported ( optional bool Enable )

#### FreezeAnimAt Source code

native final function FreezeAnimAt ( float Time, optional int Channel )

#### GainedChild Source code

event GainedChild ( Actor Other )

#### GetAnimLength Source code

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

#### GetAnimParams Source code

native final function GetAnimParams ( int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate )

#### GetBoneCoords Source code

native final function coords GetBoneCoords ( name BoneName , optional bool bGetSocketCoords )

#### 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 )

#### GetClosestBone Source code

native final function Name GetClosestBone ( Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance )

#### GetCollisionExtent Source code

function vector GetCollisionExtent ( ) )

#### GetCurrentMaterial Source code

native final event Material GetCurrentMaterial ( optional int Index )

#### GetDebugName Source code

simulated function String GetDebugName ( ) )

#### GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

#### getHurtRadiusParent Source code

simulated function Actor getHurtRadiusParent ( ) )

#### GetItemName Source code

simulated function String GetItemName ( string FullName ) )

#### GetLIPSincAnimDuration Source code

native final function float GetLIPSincAnimDuration ( name LIPSincAnimName )

#### GetLocalString Source code

static function string GetLocalString ( optional int Switch, optional Core.Object Related1, optional Core.Object Related2 ) )

#### GetMapName Source code

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

#### GetMaterial Source code

native final function Material GetMaterial ( int Index )

#### GetMeshName Source code

native final function string GetMeshName ( )

#### GetMeshOrigin Source code

native final function vector GetMeshOrigin ( )

#### 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 ( )

#### GetOverlayMaterial Source code

simulated event Material GetOverlayMaterial ( int Index) )

#### GetRadarInfoClass Source code

simulated function class GetRadarInfoClass ( ) )

#### getReceiveDamageRadius Source code

simulated function float getReceiveDamageRadius ( ) )

#### 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 ( )

#### getSocket Source code

native final event bool getSocket ( String name, out Vector position, out Rotator rotation, out Vector scale, optional SocketCoordinates coordinates )

#### GetSoundDuration Source code

native final function float GetSoundDuration ( sound Sound )

#### GetURLMap Source code

native(547) final function string GetURLMap ( )

#### GetUrlOption Source code

native final function string GetUrlOption ( string Option )

#### HasAnim Source code

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

#### HasLIPSincAnim Source code

native final function bool HasLIPSincAnim ( name LIPSincAnimName )

#### HavokActivate Source code

native final function HavokActivate ( optional bool Activate )

#### HavokCollisionGroupChange Source code

native final function HavokCollisionGroupChange ( int layer, int systemGroup, int subpartID, int subpartIgnoreID, optional name BoneName )

#### HavokGetAngularVelocity Source code

native final function vector HavokGetAngularVelocity ( optional name BoneName )

#### HavokGetCenterOfMass Source code

native final function vector HavokGetCenterOfMass ( )

#### HavokGetLastTracedBone Source code

native final function name HavokGetLastTracedBone ( )

#### HavokGetLinearVelocity Source code

native final function vector HavokGetLinearVelocity ( optional name BoneName )

#### HavokGetPosition Source code

native final function vector HavokGetPosition ( optional name BoneName )

#### HavokGetState Source code

native final function HavokGetState ( out HavokRigidBodyState state, optional name BoneName )

#### HavokImpartCOMImpulse Source code

native final function HavokImpartCOMImpulse ( vector Impulse, optional name BoneName )

#### HavokImpartForce Source code

native final function HavokImpartForce ( vector Force, vector Position, optional name BoneName )

#### HavokImpartImpulse Source code

native final function HavokImpartImpulse ( vector Impulse, vector Position, optional name BoneName )

#### HavokImpartLinearForceAll Source code

native final function HavokImpartLinearForceAll ( vector Force )

#### HavokIsActive Source code

native final function bool HavokIsActive ( )

#### HavokReturnSkeletalActorToAnimationSystem Source code

native final function HavokReturnSkeletalActorToAnimationSystem ( )

#### HavokSetAngularDamping Source code

native final function HavokSetAngularDamping ( float Damping, optional name BoneName )

#### HavokSetAngularVelocity Source code

native final function HavokSetAngularVelocity ( vector Angular, optional name BoneName )

#### HavokSetBlocking Source code

native final function HavokSetBlocking ( bool blockHavok )

#### HavokSetCOM Source code

native final function HavokSetCOM ( vector Offset, optional name BoneName )

#### HavokSetGameTickForce Source code

native final function HavokSetGameTickForce ( vector Force, vector Position )

#### HavokSetLinearDamping Source code

native final function HavokSetLinearDamping ( float Damping, optional name BoneName )

#### HavokSetLinearVelocity Source code

native final function HavokSetLinearVelocity ( vector Linear, optional name BoneName )

#### HavokSetLinearVelocityAll Source code

native final function HavokSetLinearVelocityAll ( vector Linear )

#### HavokSetPosition Source code

native final function HavokSetPosition ( vector Linear, optional name BoneName )

#### HavokSetRotation Source code

native final function HavokSetRotation ( quat newRotation )

#### HavokSlowSetCollisionEnabled Source code

native final function HavokSlowSetCollisionEnabled ( actor Other, bool Enabled, optional name BoneNameA, optional name BoneNameB )

#### HavokUpdateState Source code

event bool HavokUpdateState ( out HavokRigidBodyState newState )

#### Hide Source code

final function Hide ( ) )

#### HitWall Source code

event HitWall ( vector HitNormal, actor HitWall )

#### HurtRadius Source code

simulated function HurtRadius ( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection ) )

#### InterruptSound Source code

native final function InterruptSound ( sound Sound )

#### IsAnimating Source code

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

#### IsInPain Source code

function bool IsInPain ( ) )

#### IsInVolume Source code

function bool IsInVolume ( Volume aVolume) )

#### IsOverlapping Source code

native function bool IsOverlapping ( Actor Other )

#### IsPlayingLIPSincAnim Source code

native final function bool IsPlayingLIPSincAnim ( )

#### IsTweening Source code

native final function bool IsTweening ( int Channel )

#### KilledBy Source code

event KilledBy ( pawn EventInstigator )

#### Landed Source code

event Landed ( vector HitNormal )

#### LinkMesh Source code

simulated native final function LinkMesh ( mesh NewMesh, optional bool bKeepAnim )

#### LinkSkelAnim Source code

simulated native final function LinkSkelAnim ( MeshAnimation Anim, optional mesh NewMesh )

#### LIPSincAnimEnd Source code

event LIPSincAnimEnd ( )

#### LocalizeMapText Source code

function string LocalizeMapText ( string SectionName, string KeyName) )

#### 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 )

#### makeDormant Source code

function makeDormant ( bool onOff ) )

#### MakeNoise Source code

native(512) final function MakeNoise ( float Loudness )

#### MatchStarting Source code

function MatchStarting ( )

#### Move Source code

native(266) final function bool Move ( vector Delta )

#### MoveCacheEntry Source code

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

#### MoveSmooth Source code

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

#### nearbyControlledPawns Source code

native final iterator function nearbyControlledPawns ( Vector CenterLocation, float Radius, out Pawn Pawn, optional name matchTag )

#### NearSpot Source code

simulated final function bool NearSpot ( vector Spot) )

#### OnGameStarted Source code

simulated function OnGameStarted ( )

#### OnHidden Source code

function OnHidden ( )

#### OnlyAffectPawns Source code

native final function OnlyAffectPawns ( bool B )

#### onMessage Source code

event function onMessage ( Message msg )

#### OnOptimizedIn Source code

function OnOptimizedIn ( )

#### OnOptimizedOut Source code

function OnOptimizedOut ( )

#### OnShown Source code

function OnShown ( )

#### OptimizeIn Source code

final function OptimizeIn ( ) )

#### OptimizeOut Source code

final function OptimizeOut ( ) )

#### PauseSound Source code

native final function PauseSound ( sound Sound )

#### 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 )

#### PlayAnimAdditive Source code

native final function PlayAnimAdditive ( name Sequence, optional float Rate, optional float TweenTime, optional int Channel, optional name RefSequence )

#### PlayerCanSeeMe Source code

native(532) final function bool PlayerCanSeeMe ( )

#### PlayFeedbackEffect Source code

native(566) final function PlayFeedbackEffect ( String EffectName )

#### PlayLIPSincAnim Source code

native final function PlayLIPSincAnim ( name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch, optional bool bPositional )

#### PlayLoopedSound Source code

final function PlayLoopedSound ( sound Sound, optional float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, optional float Pitch, optional int Flags, optional bool Attenuate, optional float AISoundRadius, optional Name SoundCategory ) )

#### PlayMusic Source code

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

#### PlayOwnedSound Source code

native simulated final function PlayOwnedSound ( sound Sound, float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, float Pitch, optional int Flags, optional float FadeInTime, optional bool Attenuate )

#### PlayScriptedAnim Source code

simulated function PlayScriptedAnim ( name AnimToPlay) )

#### PlaySound Source code

native(264) final function int PlaySound ( sound Sound, float Volume, optional bool bNoOverride, optional float InnerRadius, optional float OuterRadius, float Pitch, optional int Flags, optional float FadeInTime, optional bool Attenuate, optional float AISoundRadius, optional Name SoundCategory )

#### PlayStream Source code

native simulated final function PlayStream ( String StreamPath, optional float Volume, optional float InnerRadius, optional float OuterRadius, optional float Pitch, optional int Flags, optional float FadeInTime )

#### PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound )

#### PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

#### PostLoadGame Source code

event PostLoadGame ( )

#### PostNetBeginPlay Source code

event PostNetBeginPlay ( )

#### PostNetReceive Source code

event PostNetReceive ( )

#### PostTakeDamage Source code

event PostTakeDamage ( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor )

#### PostTeleport Source code

event PostTeleport ( Teleporter OutTeleporter )

#### PostTouch Source code

event PostTouch ( Actor Other )

#### PreBeginPlay Source code

event PreBeginPlay ( ) )

#### PrecacheSpeech Source code

simulated event PrecacheSpeech ( SpeechManager Manager )

#### PreScriptedTextureRendered Source code

event PreScriptedTextureRendered ( ScriptedTexture Tex )

#### PreTeleport Source code

event bool PreTeleport ( Teleporter InTeleporter )

#### PreTrigger Source code

simulated final function PreTrigger ( Actor Other, Pawn EventInstigator ) )

#### processHurtRadiusVictim Source code

simulated final function processHurtRadiusVictim ( Actor victim, float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional Actor directHitActor, optional Vector directHitDirection) )

#### ProjectileTouch Source code

event ProjectileTouch ( Actor Other, vector TouchLocation, vector TouchNormal )

#### RadiusActors Source code

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

#### registerClientMessage Source code

simulated function registerClientMessage ( class<Message> messageClass, coerce string triggeredByFilter) )

#### registerMessage Source code

function registerMessage ( class<Message> messageClass, coerce string triggeredByFilter) )

#### RegisterNotifyGameStarted Source code

simulated final function RegisterNotifyGameStarted ( ) )

#### RenderOverlays Source code

function RenderOverlays ( Canvas Canvas )

#### RenderTexture Source code

event RenderTexture ( ScriptedTexture Tex )

#### ReplaceText Source code

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

#### Reset Source code

function Reset ( )

#### ResumeSound Source code

native final function ResumeSound ( sound Sound )

#### SetAnimFrame Source code

native final function SetAnimFrame ( float Time, optional int Channel, optional int UnitFlag )

#### 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, optional int Space )

#### 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 )

#### 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 )

#### SetGRI Source code

function SetGRI ( GameReplicationInfo GRI )

#### 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 )

#### SetStaticMesh Source code

native final function SetStaticMesh ( StaticMesh NewStaticMesh )

#### SetTimer Source code

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

#### ShallowCopyMaterial Source code

native final function Material ShallowCopyMaterial ( Material src, Actor owner )

#### ShouldActorsBlockSplash Source code

simulated event bool ShouldActorsBlockSplash ( ) )

#### ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

#### Show Source code

final function Show ( ) )

#### Spawn Source code

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

#### SpecialHandling Source code

event Actor SpecialHandling ( Pawn Other )

#### StartInterpolation Source code

simulated function StartInterpolation ( ) )

#### staticActorLabel Source code

native final iterator function staticActorLabel ( class<Actor> actorClass, out Actor foundActor, Name label )

#### StopAllMusic Source code

native final function StopAllMusic ( float FadeOutTime )

#### StopAnimating Source code

native final function StopAnimating ( optional bool ClearAllButBase )

#### StopFeedbackEffect Source code

native(567) final function StopFeedbackEffect ( optional String EffectName )

#### StopLIPSincAnim Source code

native final function StopLIPSincAnim ( )

#### StopMusic Source code

native final function StopMusic ( int SongHandle, float FadeOutTime )

#### SuggestFallVelocity Source code

native final function vector SuggestFallVelocity ( vector Destination, vector Start, float MaxZ, float MaxXYSpeed )

#### TakeDamage Source code

final event TakeDamage ( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) )

#### TestMove Source code

native final function bool TestMove ( vector Location, rotator Rotation )

#### Tick Source code

event Tick ( float DeltaTime )

#### Timer Source code

event Timer ( )

#### TornOff Source code

event TornOff ( )

#### 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 )

#### 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 )

#### TravelPostAccept Source code

event TravelPostAccept ( )

#### TravelPreAccept Source code

event TravelPreAccept ( )

#### Trigger Source code

event Trigger ( Actor Other, Pawn EventInstigator )

#### TriggerEffectEvent Source code

simulated event bool TriggerEffectEvent ( name EffectEvent, optional Actor Other, optional Material TargetMaterial, optional vector HitLocation, optional rotator HitNormal, optional bool PlayOnOther, optional bool QueryOnly, optional IEffectObserver Observer, optional name ReferenceTag) )

#### 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 )

#### UnClock Source code

native final function UnClock ( out float time )

#### unifiedAddForce Source code

simulated function unifiedAddForce ( Vector force) )

#### unifiedAddForceAtPosition Source code

simulated function unifiedAddForceAtPosition ( Vector force, Vector position) )

#### unifiedAddImpulse Source code

simulated function unifiedAddImpulse ( Vector impulse) )

#### unifiedAddImpulseAtPosition Source code

simulated function unifiedAddImpulseAtPosition ( Vector impulse, Vector position) )

#### unifiedAddTorque Source code

simulated function unifiedAddTorque ( Vector torque) )

#### unifiedAddVelocity Source code

simulated function unifiedAddVelocity ( Vector deltaVelocity) )

#### unifiedGetAcceleration Source code

simulated function Vector unifiedGetAcceleration ( ) )

#### unifiedGetCOMPosition Source code

simulated event Vector unifiedGetCOMPosition ( ) )

#### unifiedGetGravity Source code

simulated function float unifiedGetGravity ( ) )

#### unifiedGetMass Source code

simulated function float unifiedGetMass ( ) )

#### unifiedGetNaturalCOMPosition Source code

simulated event Vector unifiedGetNaturalCOMPosition ( ) )

#### unifiedGetPosition Source code

simulated function Vector unifiedGetPosition ( ) )

#### unifiedGetVelocity Source code

simulated function Vector unifiedGetVelocity ( ) )

#### unifiedSetAcceleration Source code

simulated function unifiedSetAcceleration ( Vector newAcceleration) )

#### unifiedSetAngularVelocity Source code

simulated function unifiedSetAngularVelocity ( Rotator newAngularVelocity) )

#### unifiedSetMass Source code

simulated function unifiedSetMass ( float newMass) )

#### unifiedSetPosition Source code

simulated function unifiedSetPosition ( Vector newPosition) )

#### unifiedSetRotation Source code

simulated function unifiedSetRotation ( Rotator newRotation) )

#### unifiedSetVelocity Source code

simulated function unifiedSetVelocity ( Vector newVelocity) )

#### UnTouch Source code

event UnTouch ( Actor Other )

#### UnTrigger Source code

event UnTrigger ( Actor Other, Pawn EventInstigator )

#### UnTriggerEffectEvent Source code

simulated event UnTriggerEffectEvent ( name EffectEvent,optional name ReferenceTag) )

#### UnTriggerEvent Source code

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

#### UpdateAttachmentLocations Source code

native final function UpdateAttachmentLocations ( )

#### UpdatePrecacheRenderData Source code

simulated event UpdatePrecacheRenderData ( ) )

#### UpdateURL Source code

native final function UpdateURL ( string NewOption, string NewValue, bool bSaveDefault )

#### UsedBy Source code

event 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<object> BaseClass, out object Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden , optional bool bUseBoxCheck, optional Actor checkActor, optional bool bIgnoreStatic )

#### ZoneChange Source code

event ZoneChange ( ZoneInfo NewZone )

Defaultproperties

    defaultproperties
    {
         DrawType=DT_Sprite
         Texture=Texture'Engine_res.S_Actor'
         DrawScale=+00001.000000
    	 MaxLights=4
    	 DrawScale3D=(X=1,Y=1,Z=1)

         ScaleGlow=1.0

         CollisionRadius=+00022.000000
         CollisionHeight=+00022.000000
         bJustTeleported=True
         Mass=+00100.000000
         Role=ROLE_Authority
         RemoteRole=ROLE_DumbProxy
         NetPriority=+00001.000000
    	 Style=STY_Normal
    	 bMovable=True
    	 bHighDetail=False
    	 bSuperHighDetail=False
    	 InitialState=None
    	 NetUpdateFrequency=100
    	 LODBias=1.0
    	 MessageClass=class'LocalMessage'
    	 bHiddenEdGroup=False
    	 bBlockZeroExtentTraces=true
    	 bBlockNonZeroExtentTraces=true
    	 bReplicateMovement=true

    	 CullDistance=0.0
    	 bAcceptsProjectors=false

        bAcceptsShadowProjectors=true

         bLightingVisibility=True
         StaticFilterState=FS_Maybe
         bUseDynamicLights=True
         GravityScale=1.0

    	bCastsVolumetricShadows = false
    	bVolumetricShadowCast = false
    	BumpmapLODScale = 1

    	MaxTraceDistance = 5000

        bOnlyAffectCurrentZone=false

    	bSendDestructionNotification=false

    	minDifficulty = 0
    	maxDifficulty = 2

    	bDisableHavokCollisionWhenAttached=false

    	bNeedLifetimeEffectEvents=false

    }

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Creation time: st 23.5.2018 00:10:26.345 - Created with UnCodeX