Udk what is an actor




















Renaming Actor. Posts Latest Activity. Page of 1. Filtered by:. Previous template Next. Renaming Actor , AM. Is there some way how to rename actor in Uscript? Every actor has name I think It is variable Name in object. Tags: None.

You can change the tags in the editor, but I don't believe you can change the names. Or at least that's what I found when I looked into renaming player starts. Comment Post Cancel. Thank you, How do you know that I am testing Tags now. How can i convert String to Name. I found: Code:. UE3 doesn't need that hack, you can simply typecast strings to name now.

However, the name of objects not just actors can only be specified when the object is created. Changes during the object's lifetime are not supported. Why would you want to rename an actor anyway? I mean, if it's so special, how about creating a new class for it? I wanted to convert Tag to string, use it in script and replace old Tag with new.

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor. Will not get called if bLooping is 'true' on the AnimNodeSequence. Called each frame for each wheel when an SVehicle has a wheel in contact with this Actor. Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued. The actor's PhysicsVolume and Zone are valid but the actor is not yet in any State.

The Actor's location and rotation has been set, it's PhysicsVolume to the DefaultPhyiscsVolume, the WorldInfo is already referenced, the Instigator and Owner are set if the Actor has been spawned during the game and physics are already initialized. Called whenever a variable is replicated that has the modifier RepNotify. Notification called after root motion has been extracted, and before it's been used. This notification can be used to alter extracted root motion before it is forwarded to physics.

Notification that root motion mode changed. This is useful for synchronizing movements. It is possible to kill in-game physics, and then use root motion seemlessly.

Returns in it's default implementation. This gets called by the default implementation of GetTeamNum. Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

At this point the actor is concidered "initialized" by the engine bScriptInitialized is set to True in this event and the actor's initial state is set. If the InitialState property is set, it will be used, otherwise the actor goes to its auto state. Since SetInitialState is a simulated function by default this happens on server and clients.

This event uses GotoState to change the state, so during its executing the initial state's BeginState event is called. Remove Browser - This option will remove or delete the current browser. This option is only enabled on cloned browser windows.

Tool Bar Use Actor as parent? If not checked, then "Object" will be used as the highest level. Placeable classes only? Placeable Actors are shown in bold in the Actor tree. Actor Tree The Actor tree displays all of the Actors available to you. To place an actor in the world, select it in the Actor Tree and then right click in one of the viewports where you want it. Towards the top of the menu that pops up when you right click should be the option: "Add Selected Actor Here" Note that some Actors are in bold while others are not.

The Actors in bold are the Actors that you can place, the others are just there for structure in the classes. To expand a branch of the Actor tree, click on the plus sign in a box next to the Actor and it will display all of the actors below it in the tree.

To retract a branch of the Actor tree, click on the minus sign in a box next to the Actor and it will hide all of the actors below it in the tree.



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