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Class Actor

Actor is the base class for an Object that can be placed or spawned in a level.

Inheritance
System.Object
UObject
Actor
NavLinkProxy
CableActor
CameraRig_Crane
CameraRig_Rail
Manipulator
DatasmithAreaLightActor
DatasmithSceneActor
AmbientSound
Brush
CameraActor
Controller
DecalActor
DocumentationActor
Emitter
HUD
Info
LevelBounds
LevelScriptActor
Light
LightmassPortal
LODActor
MaterialInstanceActor
MatineeActor
NavigationObjectBase
Note
ParticleEventManager
Pawn
PlayerCameraManager
ReflectionCapture
RigidBodyBase
SceneCapture
SkeletalMeshActor
SplineMeshActor
StaticMeshActor
TargetPoint
TextRenderActor
TriggerBase
VectorFieldVolume
InstancedFoliageActor
FunctionalTest
PhasedAutomationActorBase
GameplayDebuggerCategoryReplicator
GameplayDebuggerPlayerManager
GeometryCacheActor
LandscapeGizmoActor
LandscapeMeshProxyActor
LandscapeProxy
LevelSequenceActor
NavigationData
NavigationGraphNode
NavigationTestingActor
NavSystemConfigOverride
NUTActor
OnlineBeacon
OnlineBeaconHostObject
PaperFlipbookActor
PaperGroupedSpriteActor
PaperSpriteActor
PaperTerrainActor
PaperTileMapActor
SequencerKeyActor
SequencerMeshTrail
GroupActor
LevelVariantSetsActor
BaseTransformGizmo
FloatingText
VREditorAvatarActor
VREditorBaseActor
VREditorTeleporter
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class Actor : UObject
Remarks

Actors may contain a collection of ActorComponents, which can be used to control how actors move, how they are rendered, etc. The other main function of an Actor is the replication of properties and function calls across the network during play.

@see https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Actors/ @see UActorComponent

Properties

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AttachmentReplication

Used for replicating attachment of this actor's RootComponent to another actor.

Declaration
public RepAttachment AttachmentReplication { get; set; }
Property Value
Type Description
RepAttachment
Remarks

This is filled in via GatherCurrentMovement() when the RootComponent has an AttachParent.

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AutoReceiveInput

Automatically registers this actor to receive input from a player.

Declaration
public byte AutoReceiveInput { get; set; }
Property Value
Type Description
System.Byte
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bActorEnableCollision

Declaration
public bool bActorEnableCollision { get; set; }
Property Value
Type Description
System.Boolean
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bActorIsBeingDestroyed

Declaration
public bool bActorIsBeingDestroyed { get; set; }
Property Value
Type Description
System.Boolean
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bActorLabelEditable

Declaration
public bool bActorLabelEditable { get; set; }
Property Value
Type Description
System.Boolean
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bActorSeamlessTraveled

Declaration
public bool bActorSeamlessTraveled { get; set; }
Property Value
Type Description
System.Boolean
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bAllowReceiveTickEventOnDedicatedServer

Declaration
public bool bAllowReceiveTickEventOnDedicatedServer { get; set; }
Property Value
Type Description
System.Boolean
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bAllowTickBeforeBeginPlay

Declaration
public bool bAllowTickBeforeBeginPlay { get; set; }
Property Value
Type Description
System.Boolean
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bAlwaysRelevant

Declaration
public bool bAlwaysRelevant { get; set; }
Property Value
Type Description
System.Boolean
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bAutoDestroyWhenFinished

Declaration
public bool bAutoDestroyWhenFinished { get; set; }
Property Value
Type Description
System.Boolean
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bBlockInput

Declaration
public bool bBlockInput { get; set; }
Property Value
Type Description
System.Boolean
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bCanBeDamaged

Declaration
public bool bCanBeDamaged { get; set; }
Property Value
Type Description
System.Boolean
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bCanBeInCluster

Declaration
public bool bCanBeInCluster { get; set; }
Property Value
Type Description
System.Boolean
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bCollideWhenPlacing

Declaration
public bool bCollideWhenPlacing { get; set; }
Property Value
Type Description
System.Boolean
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bEditable

Declaration
public bool bEditable { get; set; }
Property Value
Type Description
System.Boolean
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bEnableAutoLODGeneration

Declaration
public bool bEnableAutoLODGeneration { get; set; }
Property Value
Type Description
System.Boolean
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bExchangedRoles

Declaration
public bool bExchangedRoles { get; set; }
Property Value
Type Description
System.Boolean
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bFindCameraComponentWhenViewTarget

Declaration
public bool bFindCameraComponentWhenViewTarget { get; set; }
Property Value
Type Description
System.Boolean
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bGenerateOverlapEventsDuringLevelStreaming

Declaration
public bool bGenerateOverlapEventsDuringLevelStreaming { get; set; }
Property Value
Type Description
System.Boolean
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bHidden

Declaration
public bool bHidden { get; }
Property Value
Type Description
System.Boolean
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bHiddenEd

Declaration
public bool bHiddenEd { get; set; }
Property Value
Type Description
System.Boolean
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bHiddenEdLayer

Declaration
public bool bHiddenEdLayer { get; set; }
Property Value
Type Description
System.Boolean
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bHiddenEdLevel

Declaration
public bool bHiddenEdLevel { get; set; }
Property Value
Type Description
System.Boolean
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bHiddenEdTemporary

Declaration
public bool bHiddenEdTemporary { get; set; }
Property Value
Type Description
System.Boolean
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bIgnoresOriginShifting

Declaration
public bool bIgnoresOriginShifting { get; set; }
Property Value
Type Description
System.Boolean
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bIsEditorOnlyActor

Declaration
public bool bIsEditorOnlyActor { get; set; }
Property Value
Type Description
System.Boolean
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bIsEditorPreviewActor

Declaration
public bool bIsEditorPreviewActor { get; set; }
Property Value
Type Description
System.Boolean
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bListedInSceneOutliner

Declaration
public bool bListedInSceneOutliner { get; set; }
Property Value
Type Description
System.Boolean
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bLockLocation

Declaration
public bool bLockLocation { get; set; }
Property Value
Type Description
System.Boolean
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BlueprintCreatedComponents

Array of ActorComponents that are created by blueprints and serialized per-instance.

Declaration
public ObjectArrayField<ActorComponent> BlueprintCreatedComponents { get; }
Property Value
Type Description
ObjectArrayField<ActorComponent>
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bNetLoadOnClient

Declaration
public bool bNetLoadOnClient { get; set; }
Property Value
Type Description
System.Boolean
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bNetStartup

Declaration
public bool bNetStartup { get; set; }
Property Value
Type Description
System.Boolean
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bNetTemporary

Declaration
public bool bNetTemporary { get; set; }
Property Value
Type Description
System.Boolean
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bNetUseOwnerRelevancy

Declaration
public bool bNetUseOwnerRelevancy { get; set; }
Property Value
Type Description
System.Boolean
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bOnlyRelevantToOwner

Declaration
public bool bOnlyRelevantToOwner { get; }
Property Value
Type Description
System.Boolean
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bRelevantForNetworkReplays

Declaration
public bool bRelevantForNetworkReplays { get; set; }
Property Value
Type Description
System.Boolean
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bReplayRewindable

Declaration
public bool bReplayRewindable { get; set; }
Property Value
Type Description
System.Boolean
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bReplicateMovement

Declaration
public bool bReplicateMovement { get; set; }
Property Value
Type Description
System.Boolean
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bReplicates

Declaration
public bool bReplicates { get; }
Property Value
Type Description
System.Boolean
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bTearOff

Declaration
public bool bTearOff { get; set; }
Property Value
Type Description
System.Boolean
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Children

Array of Actors whose Owner is this actor

Declaration
public ObjectArrayField<Actor> Children { get; }
Property Value
Type Description
ObjectArrayField<Actor>
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ControllingMatineeActors

The matinee actors that control this actor.

Declaration
public ObjectArrayField<MatineeActor> ControllingMatineeActors { get; }
Property Value
Type Description
ObjectArrayField<MatineeActor>
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CustomTimeDilation

Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor's tick.

Declaration
public float CustomTimeDilation { get; set; }
Property Value
Type Description
System.Single
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static Actor DefaultObject { get; }
Property Value
Type Description
Actor
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FolderPath

The folder path of this actor in the world (empty=root, / separated)

Declaration
public Name FolderPath { get; set; }
Property Value
Type Description
Name
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GroupActor

The group this actor is a part of.

Declaration
public Actor GroupActor { get; set; }
Property Value
Type Description
Actor
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InitialLifeSpan

How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

Declaration
public float InitialLifeSpan { get; }
Property Value
Type Description
System.Single
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InputComponent

Component that handles input for this actor, if input is enabled.

Declaration
public InputComponent InputComponent { get; set; }
Property Value
Type Description
InputComponent
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InputPriority

The priority of this input component when pushed in to the stack.

Declaration
public int InputPriority { get; set; }
Property Value
Type Description
System.Int32
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InstanceComponents

Array of ActorComponents that have been added by the user on a per-instance basis.

Declaration
public ObjectArrayField<ActorComponent> InstanceComponents { get; }
Property Value
Type Description
ObjectArrayField<ActorComponent>
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Instigator

Pawn responsible for damage caused by this actor.

Declaration
public Pawn Instigator { get; set; }
Property Value
Type Description
Pawn
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MinNetUpdateFrequency

Used to determine what rate to throttle down to when replicated properties are changing infrequently

Declaration
public float MinNetUpdateFrequency { get; set; }
Property Value
Type Description
System.Single
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NetCullDistanceSquared

Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated.

Declaration
public float NetCullDistanceSquared { get; }
Property Value
Type Description
System.Single
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NetDormancy

Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

Declaration
public byte NetDormancy { get; }
Property Value
Type Description
System.Byte
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NetDriverName

Used to specify the net driver to replicate on (NAME_None || NAME_GameNetDriver is the default net driver)

Declaration
public Name NetDriverName { get; set; }
Property Value
Type Description
Name
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NetPriority

Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

Declaration
public float NetPriority { get; set; }
Property Value
Type Description
System.Single
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NetTag

Internal - used by UNetDriver

Declaration
public int NetTag { get; set; }
Property Value
Type Description
System.Int32
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NetUpdateFrequency

How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

Declaration
public float NetUpdateFrequency { get; set; }
Property Value
Type Description
System.Single
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Owner

Declaration
public Actor Owner { get; set; }
Property Value
Type Description
Actor
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PivotOffset

Local space pivot offset for the actor

Declaration
public Vector PivotOffset { get; }
Property Value
Type Description
Vector
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PrimaryActorTick

Primary Actor tick function, which calls TickActor().

Declaration
public ActorTickFunction PrimaryActorTick { get; set; }
Property Value
Type Description
ActorTickFunction
Remarks

Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. @see https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ @see AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

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RemoteRole

Describes how much control the remote machine has over the actor.

Declaration
public byte RemoteRole { get; set; }
Property Value
Type Description
System.Byte
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ReplicatedMovement

Used for replication of our RootComponent's position and velocity

Declaration
public RepMovement ReplicatedMovement { get; set; }
Property Value
Type Description
RepMovement
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Role

Describes how much control the local machine has over the actor.

Declaration
public byte Role { get; set; }
Property Value
Type Description
System.Byte
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RootComponent

Collision primitive that defines the transform (location, rotation, scale) of this Actor.

Declaration
public SceneComponent RootComponent { get; }
Property Value
Type Description
SceneComponent
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SpriteScale

The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

Declaration
public float SpriteScale { get; set; }
Property Value
Type Description
System.Single
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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ActorHasTag(Name)

See if this actor contains the supplied tag

Declaration
public bool ActorHasTag(Name Tag)
Parameters
Type Name Description
Name Tag
Returns
Type Description
System.Boolean
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AddComponent(Name, Boolean, Transform, UObject)

Creates a new component and assigns ownership to the Actor this is called for.

Declaration
public ActorComponent AddComponent(Name TemplateName, bool bManualAttachment, Transform RelativeTransform, UObject ComponentTemplateContext)
Parameters
Type Name Description
Name TemplateName
System.Boolean bManualAttachment
Transform RelativeTransform
UObject ComponentTemplateContext
Returns
Type Description
ActorComponent
Remarks

Automatic attachment causes the first component created to become the root, and all subsequent components to be attached under that root. When bManualAttachment is set, automatic attachment is skipped and it is up to the user to attach the resulting component (or set it up as the root) themselves.

@see UK2Node_AddComponent DO NOT CALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (for Add Component nodes)

@param TemplateName The name of the Component Template to use. @param bManualAttachment Whether manual or automatic attachment is to be used @param RelativeTransform The relative transform between the new component and its attach parent (automatic only) @param ComponentTemplateContext Optional UBlueprintGeneratedClass reference to use to find the template in. If null (or not a BPGC), component is sought in this Actor's class

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AddTickPrerequisiteActor(Actor)

Make this actor tick after PrerequisiteActor. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.

Declaration
public void AddTickPrerequisiteActor(Actor PrerequisiteActor)
Parameters
Type Name Description
Actor PrerequisiteActor
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AddTickPrerequisiteComponent(ActorComponent)

Make this actor tick after PrerequisiteComponent. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.

Declaration
public void AddTickPrerequisiteComponent(ActorComponent PrerequisiteComponent)
Parameters
Type Name Description
ActorComponent PrerequisiteComponent
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DetachRootComponentFromParent(Boolean)

Detach Root Component from Parent

Declaration
public void DetachRootComponentFromParent(bool bMaintainWorldPosition)
Parameters
Type Name Description
System.Boolean bMaintainWorldPosition
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DisableInput(PlayerController)

Removes this actor from the stack of input being handled by a PlayerController.

Declaration
public void DisableInput(PlayerController PlayerController)
Parameters
Type Name Description
PlayerController PlayerController
Remarks

@param PlayerController The PlayerController whose input events we no longer want to receive. If null, this actor will stop receiving input from all PlayerControllers.

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EnableInput(PlayerController)

Pushes this actor on to the stack of input being handled by a PlayerController.

Declaration
public void EnableInput(PlayerController PlayerController)
Parameters
Type Name Description
PlayerController PlayerController
Remarks

@param PlayerController The PlayerController whose input events we want to receive.

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FlushNetDormancy()

Forces dormant actor to replicate but doesn't change NetDormancy state (i.e., they will go dormant again if left dormant)

Declaration
public void FlushNetDormancy()
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ForceNetUpdate()

Force actor to be updated to clients/demo net drivers

Declaration
public void ForceNetUpdate()
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GetActorBounds(Boolean)

Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents).

Declaration
public (Vector, Vector) GetActorBounds(bool bOnlyCollidingComponents)
Parameters
Type Name Description
System.Boolean bOnlyCollidingComponents
Returns
Type Description
System.ValueTuple<Vector, Vector>
Remarks

@param bOnlyCollidingComponents If true, will only return the bounding box for components with collision enabled.

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GetActorEnableCollision()

Get current state of collision for the whole actor

Declaration
public bool GetActorEnableCollision()
Returns
Type Description
System.Boolean
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GetActorEyesViewPoint()

Returns the point of view of the actor.

Declaration
public (Vector, Rotator) GetActorEyesViewPoint()
Returns
Type Description
System.ValueTuple<Vector, Rotator>
Remarks

Note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.

@param OutLocation - location of view point @param OutRotation - view rotation of actor.

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GetActorForwardVector()

Get the forward (X) vector (length 1.0) from this Actor, in world space.

Declaration
public Vector GetActorForwardVector()
Returns
Type Description
Vector
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GetActorLabel()

Returns this actor's current label.

Declaration
public string GetActorLabel()
Returns
Type Description
System.String
Remarks

Actor labels are only available in development builds. @return The label text

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GetActorRelativeScale3D()

Return the actor's relative scale 3d

Declaration
public Vector GetActorRelativeScale3D()
Returns
Type Description
Vector
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GetActorRightVector()

Get the right (Y) vector (length 1.0) from this Actor, in world space.

Declaration
public Vector GetActorRightVector()
Returns
Type Description
Vector
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GetActorScale3D()

Returns the Actor's world-space scale.

Declaration
public Vector GetActorScale3D()
Returns
Type Description
Vector
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GetActorTickInterval()

Returns the tick interval of this actor's primary tick function

Declaration
public float GetActorTickInterval()
Returns
Type Description
System.Single
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GetActorTimeDilation()

Get CustomTimeDilation - this can be used for input control or speed control for slomo.

Declaration
public float GetActorTimeDilation()
Returns
Type Description
System.Single
Remarks

We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation.

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GetActorUpVector()

Get the up (Z) vector (length 1.0) from this Actor, in world space.

Declaration
public Vector GetActorUpVector()
Returns
Type Description
Vector
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GetAllChildActors(Boolean)

Returns a list of all child actors, including children of children

Declaration
public IReadOnlyCollection<Actor> GetAllChildActors(bool bIncludeDescendants)
Parameters
Type Name Description
System.Boolean bIncludeDescendants
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<Actor>
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GetAttachedActors()

Find all Actors which are attached directly to a component in this actor

Declaration
public IReadOnlyCollection<Actor> GetAttachedActors()
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<Actor>
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GetAttachParentActor()

Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns nullptr

Declaration
public Actor GetAttachParentActor()
Returns
Type Description
Actor
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GetAttachParentSocketName()

Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None

Declaration
public Name GetAttachParentSocketName()
Returns
Type Description
Name
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GetComponentByClass(SubclassOf<ActorComponent>)

Script exposed version of FindComponentByClass

Declaration
public ActorComponent GetComponentByClass(SubclassOf<ActorComponent> ComponentClass)
Parameters
Type Name Description
SubclassOf<ActorComponent> ComponentClass
Returns
Type Description
ActorComponent
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GetComponentsByClass(SubclassOf<ActorComponent>)

Gets all the components that inherit from the given class.

Declaration
public IReadOnlyCollection<ActorComponent> GetComponentsByClass(SubclassOf<ActorComponent> ComponentClass)
Parameters
Type Name Description
SubclassOf<ActorComponent> ComponentClass
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<ActorComponent>
Remarks

Currently returns an array of UActorComponent which must be cast to the correct type.

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GetComponentsByTag(SubclassOf<ActorComponent>, Name)

Gets all the components that inherit from the given class with a given tag.

Declaration
public IReadOnlyCollection<ActorComponent> GetComponentsByTag(SubclassOf<ActorComponent> ComponentClass, Name Tag)
Parameters
Type Name Description
SubclassOf<ActorComponent> ComponentClass
Name Tag
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<ActorComponent>
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GetDistanceTo(Actor)

Returns the distance from this Actor to OtherActor.

Declaration
public float GetDistanceTo(Actor OtherActor)
Parameters
Type Name Description
Actor OtherActor
Returns
Type Description
System.Single
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GetDotProductTo(Actor)

Returns the dot product from this Actor to OtherActor. Returns -2.0 on failure. Returns 0.0 for coincidental actors.

Declaration
public float GetDotProductTo(Actor OtherActor)
Parameters
Type Name Description
Actor OtherActor
Returns
Type Description
System.Single
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GetFolderPath(Name)

Returns this actor's folder path.

Declaration
public void GetFolderPath(Name ReturnValue)
Parameters
Type Name Description
Name ReturnValue
Remarks

Actor folder paths are only available in development builds. @return The folder path

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GetGameTimeSinceCreation()

The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds.

Declaration
public float GetGameTimeSinceCreation()
Returns
Type Description
System.Single
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GetHorizontalDistanceTo(Actor)

Returns the distance from this Actor to OtherActor, ignoring Z.

Declaration
public float GetHorizontalDistanceTo(Actor OtherActor)
Parameters
Type Name Description
Actor OtherActor
Returns
Type Description
System.Single
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GetHorizontalDotProductTo(Actor)

Returns the dot product from this Actor to OtherActor, ignoring Z. Returns -2.0 on failure. Returns 0.0 for coincidental actors.

Declaration
public float GetHorizontalDotProductTo(Actor OtherActor)
Parameters
Type Name Description
Actor OtherActor
Returns
Type Description
System.Single
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GetInputAxisKeyValue(Key)

Gets the value of the input axis key if input is enabled for this actor.

Declaration
public float GetInputAxisKeyValue(Key InputAxisKey)
Parameters
Type Name Description
Key InputAxisKey
Returns
Type Description
System.Single
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GetInputAxisValue(Name)

Gets the value of the input axis if input is enabled for this actor.

Declaration
public float GetInputAxisValue(Name InputAxisName)
Parameters
Type Name Description
Name InputAxisName
Returns
Type Description
System.Single
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GetInputVectorAxisValue(Key)

Gets the value of the input axis key if input is enabled for this actor.

Declaration
public Vector GetInputVectorAxisValue(Key InputAxisKey)
Parameters
Type Name Description
Key InputAxisKey
Returns
Type Description
Vector
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GetInstigator()

Returns the instigator for this actor, or nullptr if there is none.

Declaration
public Pawn GetInstigator()
Returns
Type Description
Pawn
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GetInstigatorController()

Returns the instigator's controller for this actor, or nullptr if there is none.

Declaration
public Controller GetInstigatorController()
Returns
Type Description
Controller
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GetLifeSpan()

Get the remaining lifespan of this actor. If zero is returned the actor lives forever.

Declaration
public float GetLifeSpan()
Returns
Type Description
System.Single
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GetLocalRole()

Returns how much control the local machine has over this actor.

Declaration
public byte GetLocalRole()
Returns
Type Description
System.Byte
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GetOverlappingActors(SubclassOf<Actor>)

Returns list of actors this actor is overlapping (any component overlapping any component).

Declaration
public IReadOnlyCollection<Actor> GetOverlappingActors(SubclassOf<Actor> ClassFilter)
Parameters
Type Name Description
SubclassOf<Actor> ClassFilter
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<Actor>
Remarks

Does not return itself. @param OverlappingActors [out] Returned list of overlapping actors @param ClassFilter [optional] If set, only returns actors of this class or subclasses

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GetOverlappingComponents()

Returns list of components this actor is overlapping.

Declaration
public IReadOnlyCollection<PrimitiveComponent> GetOverlappingComponents()
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<PrimitiveComponent>
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GetOwner()

Get the owner of this Actor, used primarily for network replication.

Declaration
public Actor GetOwner()
Returns
Type Description
Actor
Remarks

@return Actor that owns this Actor

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GetParentActor()

If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component

Declaration
public Actor GetParentActor()
Returns
Type Description
Actor
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GetParentComponent()

If this Actor was created by a Child Actor Component returns that Child Actor Component

Declaration
public ChildActorComponent GetParentComponent()
Returns
Type Description
ChildActorComponent
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GetRemoteRole()

Returns how much control the remote machine has over this actor.

Declaration
public byte GetRemoteRole()
Returns
Type Description
System.Byte
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GetSquaredDistanceTo(Actor)

Returns the squared distance from this Actor to OtherActor.

Declaration
public float GetSquaredDistanceTo(Actor OtherActor)
Parameters
Type Name Description
Actor OtherActor
Returns
Type Description
System.Single
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GetTickableWhenPaused()

Gets whether this actor can tick when paused.

Declaration
public bool GetTickableWhenPaused()
Returns
Type Description
System.Boolean
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GetTransform()

Get the actor-to-world transform.

Declaration
public Transform GetTransform()
Returns
Type Description
Transform
Remarks

@return The transform that transforms from actor space to world space.

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GetVelocity()

Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent

Declaration
public Vector GetVelocity()
Returns
Type Description
Vector
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GetVerticalDistanceTo(Actor)

Returns the distance from this Actor to OtherActor, ignoring XY.

Declaration
public float GetVerticalDistanceTo(Actor OtherActor)
Parameters
Type Name Description
Actor OtherActor
Returns
Type Description
System.Single
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HasAuthority()

Returns whether this actor has network authority

Declaration
public bool HasAuthority()
Returns
Type Description
System.Boolean
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IsActorBeingDestroyed()

Is Actor Being Destroyed

Declaration
public bool IsActorBeingDestroyed()
Returns
Type Description
System.Boolean
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IsActorTickEnabled()

Returns whether this actor has tick enabled or not

Declaration
public bool IsActorTickEnabled()
Returns
Type Description
System.Boolean
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IsChildActor()

Returns whether this Actor was spawned by a child actor component

Declaration
public bool IsChildActor()
Returns
Type Description
System.Boolean
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IsEditable()

@return Returns true if this actor is allowed to be displayed, selected and manipulated by the editor.

Declaration
public bool IsEditable()
Returns
Type Description
System.Boolean
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IsHiddenEd()

Returns true if this actor is hidden in the editor viewports.

Declaration
public bool IsHiddenEd()
Returns
Type Description
System.Boolean
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IsHiddenEdAtStartup()

Simple accessor to check if the actor is hidden upon editor startup @

Declaration
public bool IsHiddenEdAtStartup()
Returns
Type Description
System.Boolean
Remarks

return true if the actor is hidden upon editor startup; false if it is not

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IsOverlappingActor(Actor)

Check whether any component of this Actor is overlapping any component of another Actor.

Declaration
public bool IsOverlappingActor(Actor Other)
Parameters
Type Name Description
Actor Other
Returns
Type Description
System.Boolean
Remarks

@param Other The other Actor to test against @return Whether any component of this Actor is overlapping any component of another Actor.

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IsSelectable()

@return Returns true if this actor can EVER be selected in a level in the editor. Can be overridden by specific actors to make them unselectable.

Declaration
public bool IsSelectable()
Returns
Type Description
System.Boolean
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IsTemporarilyHiddenInEditor(Boolean)

@

Declaration
public bool IsTemporarilyHiddenInEditor(bool bIncludeParent)
Parameters
Type Name Description
System.Boolean bIncludeParent
Returns
Type Description
System.Boolean
Remarks

param bIncludeParent - Whether to recurse up child actor hierarchy or not @return Whether or not this actor is hidden in the editor for the duration of the current editor session

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K2_AddActorLocalOffset(Vector, Boolean, Boolean)

Adds a delta to the location of this component in its local reference frame.

Declaration
public HitResult K2_AddActorLocalOffset(Vector DeltaLocation, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Vector DeltaLocation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

@param DelatLocation The change in location in local space. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume.

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K2_AddActorLocalRotation(Rotator, Boolean, Boolean)

Adds a delta to the rotation of this component in its local reference frame @

Declaration
public HitResult K2_AddActorLocalRotation(Rotator DeltaRotation, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Rotator DeltaRotation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param DeltaRotation The change in rotation in local space. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume.

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K2_AddActorLocalTransform(Transform, Boolean, Boolean)

Adds a delta to the transform of this component in its local reference frame @

Declaration
public HitResult K2_AddActorLocalTransform(Transform NewTransform, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Transform NewTransform
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param NewTransform The change in transform in local space. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume.

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K2_AddActorWorldOffset(Vector, Boolean, Boolean)

Adds a delta to the location of this actor in world space.

Declaration
public HitResult K2_AddActorWorldOffset(Vector DeltaLocation, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Vector DeltaLocation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

@param DeltaLocation The change in location. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. @param SweepHitResult The hit result from the move if swept.

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K2_AddActorWorldRotation(Rotator, Boolean, Boolean)

Adds a delta to the rotation of this actor in world space.

Declaration
public HitResult K2_AddActorWorldRotation(Rotator DeltaRotation, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Rotator DeltaRotation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

@param DeltaRotation The change in rotation. @param bSweep Whether to sweep to the target rotation (not currently supported for rotation). @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. @param SweepHitResult The hit result from the move if swept.

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K2_AddActorWorldTransform(Transform, Boolean, Boolean)

Adds a delta to the transform of this actor in world space. Scale is unchanged.

Declaration
public HitResult K2_AddActorWorldTransform(Transform DeltaTransform, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Transform DeltaTransform
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
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K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)

K2 Attach Root Component To

Declaration
public void K2_AttachRootComponentTo(SceneComponent InParent, Name InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies)
Parameters
Type Name Description
SceneComponent InParent
Name InSocketName
System.Byte AttachLocationType
System.Boolean bWeldSimulatedBodies
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K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)

K2 Attach Root Component to Actor

Declaration
public void K2_AttachRootComponentToActor(Actor InParentActor, Name InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies)
Parameters
Type Name Description
Actor InParentActor
Name InSocketName
System.Byte AttachLocationType
System.Boolean bWeldSimulatedBodies
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K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)

Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket.

Declaration
public void K2_AttachToActor(Actor ParentActor, Name SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
Parameters
Type Name Description
Actor ParentActor
Name SocketName
EAttachmentRule LocationRule
EAttachmentRule RotationRule
EAttachmentRule ScaleRule
System.Boolean bWeldSimulatedBodies
Remarks

It is not valid to call this on components that are not Registered. @param ParentActor Actor to attach this actor's RootComponent to @param SocketName Socket name to attach to, if any @param LocationRule How to handle translation when attaching. @param RotationRule How to handle rotation when attaching. @param ScaleRule How to handle scale when attaching. @param bWeldSimulatedBodies Whether to weld together simulated physics bodies.

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K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)

Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket.

Declaration
public void K2_AttachToComponent(SceneComponent Parent, Name SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
Parameters
Type Name Description
SceneComponent Parent
Name SocketName
EAttachmentRule LocationRule
EAttachmentRule RotationRule
EAttachmentRule ScaleRule
System.Boolean bWeldSimulatedBodies
Remarks

It is not valid to call this on components that are not Registered. @param Parent Parent to attach to. @param SocketName Optional socket to attach to on the parent. @param AttachmentRules How to handle transforms when attaching. @param bWeldSimulatedBodies Whether to weld together simulated physics bodies.

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K2_DestroyActor()

Destroy the actor

Declaration
public void K2_DestroyActor()
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K2_DestroyComponent(ActorComponent)

K2 Destroy Component

Declaration
public void K2_DestroyComponent(ActorComponent Component)
Parameters
Type Name Description
ActorComponent Component
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K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)

Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to.

Declaration
public void K2_DetachFromActor(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule)
Parameters
Type Name Description
EDetachmentRule LocationRule
EDetachmentRule RotationRule
EDetachmentRule ScaleRule
Remarks

@param LocationRule How to handle translation when detaching. @param RotationRule How to handle rotation when detaching. @param ScaleRule How to handle scale when detaching.

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K2_GetActorLocation()

Returns the location of the RootComponent of this Actor

Declaration
public Vector K2_GetActorLocation()
Returns
Type Description
Vector
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K2_GetActorRotation()

Returns rotation of the RootComponent of this Actor.

Declaration
public Rotator K2_GetActorRotation()
Returns
Type Description
Rotator
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K2_GetRootComponent()

Returns the RootComponent of this Actor

Declaration
public SceneComponent K2_GetRootComponent()
Returns
Type Description
SceneComponent
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K2_SetActorLocation(Vector, Boolean, Boolean)

Move the Actor to the specified location.

Declaration
public (HitResult, bool) K2_SetActorLocation(Vector NewLocation, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Vector NewLocation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
System.ValueTuple<HitResult, System.Boolean>
Remarks

@param NewLocation The new location to move the Actor to. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. @param SweepHitResult The hit result from the move if swept. @return Whether the location was successfully set (if not swept), or whether movement occurred at all (if swept).

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K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)

Move the actor instantly to the specified location and rotation.

Declaration
public (HitResult, bool) K2_SetActorLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Vector NewLocation
Rotator NewRotation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
System.ValueTuple<HitResult, System.Boolean>
Remarks

@param NewLocation The new location to teleport the Actor to. @param NewRotation The new rotation for the Actor. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. @param SweepHitResult The hit result from the move if swept. @return Whether the rotation was successfully set.

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K2_SetActorRelativeLocation(Vector, Boolean, Boolean)

Set the actor's RootComponent to the specified relative location.

Declaration
public HitResult K2_SetActorRelativeLocation(Vector NewRelativeLocation, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Vector NewRelativeLocation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

@param NewRelativeLocation New relative location of the actor's root component @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume.

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K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)

Set the actor's RootComponent to the specified relative rotation @

Declaration
public HitResult K2_SetActorRelativeRotation(Rotator NewRelativeRotation, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Rotator NewRelativeRotation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param NewRelativeRotation New relative rotation of the actor's root component @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume.

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K2_SetActorRelativeTransform(Transform, Boolean, Boolean)

Set the actor's RootComponent to the specified relative transform @

Declaration
public HitResult K2_SetActorRelativeTransform(Transform NewRelativeTransform, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Transform NewRelativeTransform
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param NewRelativeTransform New relative transform of the actor's root component @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume.

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K2_SetActorRotation(Rotator, Boolean)

Set the Actor's rotation instantly to the specified rotation.

Declaration
public bool K2_SetActorRotation(Rotator NewRotation, bool bTeleportPhysics)
Parameters
Type Name Description
Rotator NewRotation
System.Boolean bTeleportPhysics
Returns
Type Description
System.Boolean
Remarks

@param NewRotation The new rotation for the Actor. @param bTeleportPhysics Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). @return Whether the rotation was successfully set.

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K2_SetActorTransform(Transform, Boolean, Boolean)

Set the Actors transform to the specified one.

Declaration
public (HitResult, bool) K2_SetActorTransform(Transform NewTransform, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Transform NewTransform
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
System.ValueTuple<HitResult, System.Boolean>
Remarks

@param NewTransform The new transform. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume.

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K2_TeleportTo(Vector, Rotator)

Teleport this actor to a new location.

Declaration
public bool K2_TeleportTo(Vector DestLocation, Rotator DestRotation)
Parameters
Type Name Description
Vector DestLocation
Rotator DestRotation
Returns
Type Description
System.Boolean
Remarks

If the actor doesn't fit exactly at the location specified, tries to slightly move it out of walls and such.

@param DestLocation The target destination point @param DestRotation The target rotation at the destination @return true if the actor has been successfully moved, or false if it couldn't fit.

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MakeMIDForMaterial(MaterialInterface)

Make MIDFor Material

Declaration
public MaterialInstanceDynamic MakeMIDForMaterial(MaterialInterface Parent)
Parameters
Type Name Description
MaterialInterface Parent
Returns
Type Description
MaterialInstanceDynamic
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MakeNoise(Single, Pawn, Vector, Single, Name)

Trigger a noise caused by a given Pawn, at a given location.

Declaration
public void MakeNoise(float Loudness, Pawn NoiseInstigator, Vector NoiseLocation, float MaxRange, Name Tag)
Parameters
Type Name Description
System.Single Loudness
Pawn NoiseInstigator
Vector NoiseLocation
System.Single MaxRange
Name Tag
Remarks

Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent. Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator.

@param Loudness The relative loudness of this noise. Usual range is 0 (no noise) to 1 (full volume). If MaxRange is used, this scales the max range, otherwise it affects the hearing range specified by the sensor. @param NoiseInstigator Pawn responsible for this noise. Uses the actor's Instigator if NoiseInstigator is null @param NoiseLocation Position of noise source. If zero vector, use the actor's location. @param MaxRange Max range at which the sound may be heard. A value of 0 indicates no max range (though perception may have its own range). Loudness scales the range. (Note: not supported for legacy PawnSensingComponent, only for AIPerception) @param Tag Identifier for the noise.

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New(UObject, Name)

Spawn an object of this class

Declaration
public static Actor New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
Actor
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PrestreamTextures(Single, Boolean, Int32)

Calls PrestreamTextures() for all the actor's meshcomponents.

Declaration
public void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
Parameters
Type Name Description
System.Single Seconds
System.Boolean bEnableStreaming
System.Int32 CinematicTextureGroups
Remarks

@param Seconds - Number of seconds to force all mip-levels to be resident @param bEnableStreaming - Whether to start (true) or stop (false) streaming @param CinematicTextureGroups - Bitfield indicating which texture groups that use extra high-resolution mips

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RemoveTickPrerequisiteActor(Actor)

Remove tick dependency on PrerequisiteActor.

Declaration
public void RemoveTickPrerequisiteActor(Actor PrerequisiteActor)
Parameters
Type Name Description
Actor PrerequisiteActor
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RemoveTickPrerequisiteComponent(ActorComponent)

Remove tick dependency on PrerequisiteComponent.

Declaration
public void RemoveTickPrerequisiteComponent(ActorComponent PrerequisiteComponent)
Parameters
Type Name Description
ActorComponent PrerequisiteComponent
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SetActorEnableCollision(Boolean)

Allows enabling/disabling collision for the whole actor

Declaration
public void SetActorEnableCollision(bool bNewActorEnableCollision)
Parameters
Type Name Description
System.Boolean bNewActorEnableCollision
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SetActorHiddenInGame(Boolean)

Sets the actor to be hidden in the game @

Declaration
public void SetActorHiddenInGame(bool bNewHidden)
Parameters
Type Name Description
System.Boolean bNewHidden
Remarks

param bNewHidden Whether or not to hide the actor and all its components

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SetActorLabel(String, Boolean)

Assigns a new label to this actor.

Declaration
public void SetActorLabel(string NewActorLabel, bool bMarkDirty)
Parameters
Type Name Description
System.String NewActorLabel
System.Boolean bMarkDirty
Remarks

Actor labels are only available in development builds. @param NewActorLabel The new label string to assign to the actor. If empty, the actor will have a default label. @param bMarkDirty If true the actor's package will be marked dirty for saving. Otherwise it will not be. You should pass false for this parameter if dirtying is not allowed (like during loads)

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SetActorRelativeScale3D(Vector)

Set the actor's RootComponent to the specified relative scale 3d @

Declaration
public void SetActorRelativeScale3D(Vector NewRelativeScale)
Parameters
Type Name Description
Vector NewRelativeScale
Remarks

param NewRelativeScale New scale to set the actor's RootComponent to

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SetActorScale3D(Vector)

Set the Actor's world-space scale.

Declaration
public void SetActorScale3D(Vector NewScale3D)
Parameters
Type Name Description
Vector NewScale3D
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SetActorTickEnabled(Boolean)

Set this actor's tick functions to be enabled or disabled.

Declaration
public void SetActorTickEnabled(bool bEnabled)
Parameters
Type Name Description
System.Boolean bEnabled
Remarks

Only has an effect if the function is registered This only modifies the tick function on actor itself @param bEnabled Whether it should be enabled or not

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SetActorTickInterval(Single)

Sets the tick interval of this actor's primary tick function.

Declaration
public void SetActorTickInterval(float TickInterval)
Parameters
Type Name Description
System.Single TickInterval
Remarks

Will not enable a disabled tick function. Takes effect on next tick. @param TickInterval The rate at which this actor should be ticking

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SetFolderPath(Name)

Assigns a new folder to this actor.

Declaration
public void SetFolderPath(Name NewFolderPath)
Parameters
Type Name Description
Name NewFolderPath
Remarks

Actor folder paths are only available in development builds. @param NewFolderPath The new folder to assign to the actor.

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SetIsTemporarilyHiddenInEditor(Boolean)

Sets whether or not this actor is hidden in the editor for the duration of the current editor session @

Declaration
public void SetIsTemporarilyHiddenInEditor(bool bIsHidden)
Parameters
Type Name Description
System.Boolean bIsHidden
Remarks

param bIsHidden True if the actor is hidden

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SetLifeSpan(Single)

Set the lifespan of this actor. When it expires the object will be destroyed. If requested lifespan is 0, the timer is cleared and the actor will not be destroyed.

Declaration
public void SetLifeSpan(float InLifespan)
Parameters
Type Name Description
System.Single InLifespan
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SetNetDormancy(Byte)

Puts actor in dormant networking state

Declaration
public void SetNetDormancy(byte NewDormancy)
Parameters
Type Name Description
System.Byte NewDormancy
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SetOwner(Actor)

Set the owner of this Actor, used primarily for network replication.

Declaration
public void SetOwner(Actor NewOwner)
Parameters
Type Name Description
Actor NewOwner
Remarks

@param NewOwner The Actor whom takes over ownership of this Actor

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SetReplicateMovement(Boolean)

Set whether this actor's movement replicates to network clients.

Declaration
public void SetReplicateMovement(bool bInReplicateMovement)
Parameters
Type Name Description
System.Boolean bInReplicateMovement
Remarks

@param bInReplicateMovement Whether this Actor's movement replicates to clients.

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SetReplicates(Boolean)

Set whether this actor replicates to network clients.

Declaration
public void SetReplicates(bool bInReplicates)
Parameters
Type Name Description
System.Boolean bInReplicates
Remarks

When this actor is spawned on the server it will be sent to clients as well. Properties flagged for replication will update on clients if they change on the server. Internally changes the RemoteRole property and handles the cases where the actor needs to be added to the network actor list. @param bInReplicates Whether this Actor replicates to network clients. @see https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/

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SetTickableWhenPaused(Boolean)

Sets whether this actor can tick when paused.

Declaration
public void SetTickableWhenPaused(bool bTickableWhenPaused)
Parameters
Type Name Description
System.Boolean bTickableWhenPaused
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SetTickGroup(Byte)

Sets the ticking group for this actor.

Declaration
public void SetTickGroup(byte NewTickGroup)
Parameters
Type Name Description
System.Byte NewTickGroup
Remarks

@param NewTickGroup the new value to assign

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SnapRootComponentTo(Actor, Name)

Snap Root Component To

Declaration
public void SnapRootComponentTo(Actor InParentActor, Name InSocketName)
Parameters
Type Name Description
Actor InParentActor
Name InSocketName
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TearOff()

Networking - Server - TearOff this actor to stop replication to clients. Will set bTearOff to true.

Declaration
public void TearOff()
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WasRecentlyRendered(Single)

Returns true if this actor has been rendered "recently", with a tolerance in seconds to define what "recent" means.

Declaration
public bool WasRecentlyRendered(float Tolerance)
Parameters
Type Name Description
System.Single Tolerance
Returns
Type Description
System.Boolean
Remarks

e.g.: If a tolerance of 0.1 is used, this function will return true only if the actor was rendered in the last 0.1 seconds of game time.

@param Tolerance How many seconds ago the actor last render time can be and still count as having been "recently" rendered. @return Whether this actor was recently rendered.

Events

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K2_OnBecomeViewTarget

Event called when this Actor becomes the view target for the given PlayerController.

Declaration
public event Actor.K2_OnBecomeViewTarget_delegate K2_OnBecomeViewTarget
Event Type
Type Description
Actor.K2_OnBecomeViewTarget_delegate
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K2_OnEndViewTarget

Event called when this Actor is no longer the view target for the given PlayerController.

Declaration
public event Actor.K2_OnEndViewTarget_delegate K2_OnEndViewTarget
Event Type
Type Description
Actor.K2_OnEndViewTarget_delegate
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K2_OnReset

Event called when this Actor is reset to its initial state - used when restarting level without reloading.

Declaration
public event Actor.K2_OnReset_delegate K2_OnReset
Event Type
Type Description
Actor.K2_OnReset_delegate
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ReceiveActorBeginCursorOver

Event when this actor has the mouse moved over it with the clickable interface.

Declaration
public event Actor.ReceiveActorBeginCursorOver_delegate ReceiveActorBeginCursorOver
Event Type
Type Description
Actor.ReceiveActorBeginCursorOver_delegate
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ReceiveActorBeginOverlap

Event when this actor overlaps another actor, for example a player walking into a trigger.

Declaration
public event Actor.ReceiveActorBeginOverlap_delegate ReceiveActorBeginOverlap
Event Type
Type Description
Actor.ReceiveActorBeginOverlap_delegate
Remarks

For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

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ReceiveActorEndCursorOver

Event when this actor has the mouse moved off of it with the clickable interface.

Declaration
public event Actor.ReceiveActorEndCursorOver_delegate ReceiveActorEndCursorOver
Event Type
Type Description
Actor.ReceiveActorEndCursorOver_delegate
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ReceiveActorEndOverlap

Event when an actor no longer overlaps another actor, and they have separated.

Declaration
public event Actor.ReceiveActorEndOverlap_delegate ReceiveActorEndOverlap
Event Type
Type Description
Actor.ReceiveActorEndOverlap_delegate
Remarks

@note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

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ReceiveActorOnClicked

Event when this actor is clicked by the mouse when using the clickable interface.

Declaration
public event Actor.ReceiveActorOnClicked_delegate ReceiveActorOnClicked
Event Type
Type Description
Actor.ReceiveActorOnClicked_delegate
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ReceiveActorOnInputTouchBegin

Event when this actor is touched when click events are enabled.

Declaration
public event Actor.ReceiveActorOnInputTouchBegin_delegate ReceiveActorOnInputTouchBegin
Event Type
Type Description
Actor.ReceiveActorOnInputTouchBegin_delegate
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ReceiveActorOnInputTouchEnd

Event when this actor is under the finger when untouched when click events are enabled.

Declaration
public event Actor.ReceiveActorOnInputTouchEnd_delegate ReceiveActorOnInputTouchEnd
Event Type
Type Description
Actor.ReceiveActorOnInputTouchEnd_delegate
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ReceiveActorOnInputTouchEnter

Event when this actor has a finger moved over it with the clickable interface.

Declaration
public event Actor.ReceiveActorOnInputTouchEnter_delegate ReceiveActorOnInputTouchEnter
Event Type
Type Description
Actor.ReceiveActorOnInputTouchEnter_delegate
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ReceiveActorOnInputTouchLeave

Event when this actor has a finger moved off of it with the clickable interface.

Declaration
public event Actor.ReceiveActorOnInputTouchLeave_delegate ReceiveActorOnInputTouchLeave
Event Type
Type Description
Actor.ReceiveActorOnInputTouchLeave_delegate
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ReceiveActorOnReleased

Event when this actor is under the mouse when left mouse button is released while using the clickable interface.

Declaration
public event Actor.ReceiveActorOnReleased_delegate ReceiveActorOnReleased
Event Type
Type Description
Actor.ReceiveActorOnReleased_delegate
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ReceiveAnyDamage

Event when this actor takes ANY damage

Declaration
public event Actor.ReceiveAnyDamage_delegate ReceiveAnyDamage
Event Type
Type Description
Actor.ReceiveAnyDamage_delegate
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ReceiveBeginPlay

Event when play begins for this actor.

Declaration
public event Actor.ReceiveBeginPlay_delegate ReceiveBeginPlay
Event Type
Type Description
Actor.ReceiveBeginPlay_delegate
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ReceiveDestroyed

Receive Destroyed

Declaration
public event Actor.ReceiveDestroyed_delegate ReceiveDestroyed
Event Type
Type Description
Actor.ReceiveDestroyed_delegate
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ReceiveEndPlay

Event to notify blueprints this actor is about to be deleted.

Declaration
public event Actor.ReceiveEndPlay_delegate ReceiveEndPlay
Event Type
Type Description
Actor.ReceiveEndPlay_delegate
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ReceiveHit

Event when this actor bumps into a blocking object, or blocks another actor that bumps into it.

Declaration
public event Actor.ReceiveHit_delegate ReceiveHit
Event Type
Type Description
Actor.ReceiveHit_delegate
Remarks

This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

@note For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled. @note When receiving a hit from another object's movement (bSelfMoved is false), the directions of 'Hit.Normal' and 'Hit.ImpactNormal' will be adjusted to indicate force from the other object against this object. @note NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions.

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ReceivePointDamage

Event when this actor takes POINT damage

Declaration
public event Actor.ReceivePointDamage_delegate ReceivePointDamage
Event Type
Type Description
Actor.ReceivePointDamage_delegate
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ReceiveRadialDamage

Event when this actor takes RADIAL damage @

Declaration
public event Actor.ReceiveRadialDamage_delegate ReceiveRadialDamage
Event Type
Type Description
Actor.ReceiveRadialDamage_delegate
Remarks

todo Pass it the full array of hits instead of just one?

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ReceiveTick

Event called every frame

Declaration
public event Actor.ReceiveTick_delegate ReceiveTick
Event Type
Type Description
Actor.ReceiveTick_delegate
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UserConstructionScript

Construction script, the place to spawn components and do other setup.

Declaration
public event Actor.UserConstructionScript_delegate UserConstructionScript
Event Type
Type Description
Actor.UserConstructionScript_delegate
Remarks

@note Name used in CreateBlueprint function @param Location The location. @param Rotation The rotation.

Operators

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Implicit(IntPtr to Actor)

Convert from IntPtr to UObject

Declaration
public static implicit operator Actor(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
Actor
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