Class Actor
Actor is the base class for an Object that can be placed or spawned in a level.
Inheritance
System.Object
Actor
Inherited Members
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)
Assembly: UE4DotNet.dll
Syntax
public class Actor : UObject
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
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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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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
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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
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ControllingMatineeActors
The matinee actors that control this actor.
Declaration
public ObjectArrayField<MatineeActor> ControllingMatineeActors { get; }
Property Value
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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
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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
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GroupActor
The group this actor is a part of.
Declaration
public Actor GroupActor { get; set; }
Property Value
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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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Component that handles input for this actor, if input is enabled.
Declaration
public InputComponent InputComponent { get; set; }
Property Value
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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
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Instigator
Pawn responsible for damage caused by this actor.
Declaration
public Pawn Instigator { get; set; }
Property Value
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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
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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
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PivotOffset
Local space pivot offset for the actor
Declaration
public Vector PivotOffset { get; }
Property Value
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PrimaryActorTick
Primary Actor tick function, which calls TickActor().
Declaration
public ActorTickFunction PrimaryActorTick { get; set; }
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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
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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
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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
Declaration
public static Class StaticClass { get; }
Property Value
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 |
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Returns
Type |
Description |
System.Boolean |
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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 |
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System.Boolean |
bManualAttachment |
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Transform |
RelativeTransform |
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UObject |
ComponentTemplateContext |
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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)
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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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Removes this actor from the stack of input being handled by a PlayerController.
Declaration
public void DisableInput(PlayerController PlayerController)
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Pushes this actor on to the stack of input being handled by a PlayerController.
Declaration
public void EnableInput(PlayerController PlayerController)
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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 |
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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()
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GetActorForwardVector()
Get the forward (X) vector (length 1.0) from this Actor, in world space.
Declaration
public Vector GetActorForwardVector()
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GetActorLabel()
Returns this actor's current label.
Declaration
public string GetActorLabel()
Returns
Type |
Description |
System.String |
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GetActorRelativeScale3D()
Return the actor's relative scale 3d
Declaration
public Vector GetActorRelativeScale3D()
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GetActorRightVector()
Get the right (Y) vector (length 1.0) from this Actor, in world space.
Declaration
public Vector GetActorRightVector()
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GetActorScale3D()
Returns the Actor's world-space scale.
Declaration
public Vector GetActorScale3D()
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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 |
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GetActorUpVector()
Get the up (Z) vector (length 1.0) from this Actor, in world space.
Declaration
public Vector GetActorUpVector()
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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 |
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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()
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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()
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GetComponentByClass(SubclassOf<ActorComponent>)
Script exposed version of FindComponentByClass
Declaration
public ActorComponent GetComponentByClass(SubclassOf<ActorComponent> ComponentClass)
Parameters
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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
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<ActorComponent> |
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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
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 |
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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 |
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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 |
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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 |
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Returns
Type |
Description |
System.Single |
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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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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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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 |
|
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GetInstigator()
Returns the instigator for this actor, or nullptr if there is none.
Declaration
public Pawn GetInstigator()
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GetInstigatorController()
Returns the instigator's controller for this actor, or nullptr if there is none.
Declaration
public Controller GetInstigatorController()
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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
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Actor> |
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GetOverlappingComponents()
Returns list of components this actor is overlapping.
Declaration
public IReadOnlyCollection<PrimitiveComponent> GetOverlappingComponents()
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GetOwner()
Get the owner of this Actor, used primarily for network replication.
Declaration
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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()
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GetParentComponent()
If this Actor was created by a Child Actor Component returns that Child Actor Component
Declaration
public ChildActorComponent GetParentComponent()
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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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Get the actor-to-world transform.
Declaration
public Transform GetTransform()
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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()
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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()
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
Returns
Type |
Description |
System.Boolean |
|
|
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IsHiddenEd()
Returns true if this actor is hidden in the editor viewports.
Declaration
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 |
|
|
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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 |
|
|
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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 |
|
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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
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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
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K2_DestroyActor()
Declaration
public void K2_DestroyActor()
|
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K2_DestroyComponent(ActorComponent)
Declaration
public void K2_DestroyComponent(ActorComponent Component)
Parameters
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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
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K2_GetActorLocation()
Returns the location of the RootComponent of this Actor
Declaration
public Vector K2_GetActorLocation()
Returns
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K2_GetActorRotation()
Returns rotation of the RootComponent of this Actor.
Declaration
public Rotator K2_GetActorRotation()
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K2_GetRootComponent()
Returns the RootComponent of this Actor
Declaration
public SceneComponent K2_GetRootComponent()
Returns
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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> |
|
|
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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
|
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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
|
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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
|
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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
|
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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 |
|
|
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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> |
|
|
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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
Returns
Type |
Description |
System.Boolean |
|
|
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Declaration
public MaterialInstanceDynamic MakeMIDForMaterial(MaterialInterface Parent)
Parameters
Returns
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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 |
|
|
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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
Returns
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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 |
|
|
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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
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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 |
|
|
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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 |
|
|
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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 |
|
|
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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 |
|
|
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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 |
|
|
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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 |
|
|
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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 |
|
|
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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 |
|
|
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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 |
|
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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 |
|
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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 |
|
|
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SnapRootComponentTo(Actor, Name)
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
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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 |
|
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
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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
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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
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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
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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
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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
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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
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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
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Event when this actor is touched when click events are enabled.
Declaration
public event Actor.ReceiveActorOnInputTouchBegin_delegate ReceiveActorOnInputTouchBegin
Event Type
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Event when this actor is under the finger when untouched when click events are enabled.
Declaration
public event Actor.ReceiveActorOnInputTouchEnd_delegate ReceiveActorOnInputTouchEnd
Event Type
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Event when this actor has a finger moved over it with the clickable interface.
Declaration
public event Actor.ReceiveActorOnInputTouchEnter_delegate ReceiveActorOnInputTouchEnter
Event Type
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Event when this actor has a finger moved off of it with the clickable interface.
Declaration
public event Actor.ReceiveActorOnInputTouchLeave_delegate ReceiveActorOnInputTouchLeave
Event Type
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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
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ReceiveAnyDamage
Event when this actor takes ANY damage
Declaration
public event Actor.ReceiveAnyDamage_delegate ReceiveAnyDamage
Event Type
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ReceiveBeginPlay
Event when play begins for this actor.
Declaration
public event Actor.ReceiveBeginPlay_delegate ReceiveBeginPlay
Event Type
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ReceiveDestroyed
Declaration
public event Actor.ReceiveDestroyed_delegate ReceiveDestroyed
Event Type
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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
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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
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ReceivePointDamage
Event when this actor takes POINT damage
Declaration
public event Actor.ReceivePointDamage_delegate ReceivePointDamage
Event Type
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ReceiveRadialDamage
Event when this actor takes RADIAL damage
@
Declaration
public event Actor.ReceiveRadialDamage_delegate ReceiveRadialDamage
Event Type
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ReceiveTick
Declaration
public event Actor.ReceiveTick_delegate ReceiveTick
Event Type
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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
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