| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object | +-- Engine.Actor | +-- Engine.DynamicSMActor
DynamicSMActor_Spawnable, InterpActor, KActor, UTSimpleDestroyable
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | Attach (Actor Other )) | |
![]() | bool | CanBasePawn (Pawn P )) |
![]() | Detach (Actor Other )) | |
![]() | OnSetMaterial (SeqAct_SetMaterial Action)) | |
![]() | OnSetStaticMesh (SeqAct_SetStaticMesh Action)) | |
![]() | PostBeginPlay ())) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | SetStaticMesh (StaticMesh NewMesh, optional vector NewTranslation, optional rotator NewRotation, optional vector NewScale3D)) | |
| Variables Detail |
|---|
used to replicate the material in index 0
Used to replicate mesh to clients
Extra component properties to replicate
If a Pawn can be 'based' on this KActor. If not, they will 'bounce' off when they try to.
Pawn can base on this KActor if it is asleep -- Pawn will disable KActor physics while based
| Functions Detail |
|---|
Attach Source codeIf pawn is attached while asleep, turn off physics while pawn is on it
CanBasePawn Source codeQuery to see if this DynamicSMActor can base the given Pawn
Detach Source codeIf pawn is detached, turn back on physics (make sure no other pawns are based on it)
OnSetMaterial Source code
OnSetStaticMesh Source code
PostBeginPlay Source code
ReplicatedEvent Source code
SetStaticMesh Source code| Defaultproperties |
|---|
defaultproperties { Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' LightEnvironment=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment' BlockRigidBody=False Name="StaticMeshComponent0" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object StaticMeshComponent=StaticMeshComponent0 Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' bEnabled=False Name="MyLightEnvironment" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' End Object LightEnvironment=MyLightEnvironment bPawnCanBaseOn=True Components(0)=MyLightEnvironment Components(1)=StaticMeshComponent0 RemoteRole=ROLE_SimulatedProxy bGameRelevant=True bEdShouldSnap=True bPathColliding=True CollisionComponent=StaticMeshComponent0 Name="Default__DynamicSMActor" ObjectArchetype=Actor'Engine.Default__Actor' } |
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