AUsd Test Actor
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid(Guid): [Read-Only] The GUID for this actor.
allow_tick_before_begin_play(bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.
always_relevant(bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).
auto_destroy_when_finished(bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.
auto_receive_input(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.
block_input(bool): [Read-Write] If true, all input on the stack below this actor will not be considered
bool_array_property(Array(bool)): [Read-Write] Bool Array Property
bool_property(bool): [Read-Write] Bool Property
byte_array_property(Array(uint8)): [Read-Write] Byte Array Property
byte_property(uint8): [Read-Write] Byte Property
can_be_damaged(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. https://www.unrealengine.com/blog/damage-in-ue4: TakeDamage(), ReceiveDamage():
can_be_in_cluster(bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance
color_array_property(Array(Color)): [Read-Write] Color Array Property
color_property(Color): [Read-Write] Color Property
custom_time_dilation(float): [Read-Write] 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.
default_update_overlaps_method_during_level_streaming(ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:
[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate UpdateOverlapsMethodDuringLevelStreaming:
double_array_property(Array(double)): [Read-Write] Double Array Property
double_property(double): [Read-Write] Double Property
enable_auto_lod_generation(bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actor
enum_array_property(Array(UsdTestEnum)): [Read-Write] Enum Array Property
enum_property(UsdTestEnum): [Read-Write] Enum Property
find_camera_component_when_view_target(bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.
float_array_property(Array(float)): [Read-Write] Float Array Property
float_property(float): [Read-Write] Float Property
generate_overlap_events_during_level_streaming(bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. UpdateOverlapsMethodDuringLevelStreaming:
hidden(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. SetActorHiddenInGame():
ignores_origin_shifting(bool): [Read-Write] Whether this actor should not be affected by world origin shifting.
initial_life_span(float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.
input_priority(int32): [Read-Write] The priority of this input component when pushed in to the stack.
instigator(Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.
int16_array_property(Array(int16)): [Read-Write] Int 16Array Property
int16_property(int16): [Read-Write] Int 16Property
int32_array_property(Array(int32)): [Read-Write] Int 32Array Property
int32_property(int32): [Read-Write] Int 32Property
int64_array_property(Array(int64)): [Read-Write] Int 64Array Property
int64_property(int64): [Read-Write] Int 64Property
int8_array_property(Array(int8)): [Read-Write] Arrays
int8_property(int8): [Read-Write] Basic properties
is_editor_only_actor(bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds
linear_color_array_property(Array(LinearColor)): [Read-Write] Linear Color Array Property
linear_color_property(LinearColor): [Read-Write] Linear Color Property
min_net_update_frequency(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently
name_array_property(Array(Name)): [Read-Write] Name Array Property
name_property(Name): [Read-Write] Name Property
net_cull_distance_squared(float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.
net_dormancy(NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.
net_load_on_client(bool): [Read-Write] This actor will be loaded on network clients during map load
net_priority(float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate
net_update_frequency(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime
net_use_owner_relevancy(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority
object_array_property(Array(Object)): [Read-Write] Object Array Property
object_property(Object): [Read-Write] Object Property
on_actor_begin_overlap(ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.:
on_actor_end_overlap(ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.:
on_actor_hit(ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. 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. For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.:
on_begin_cursor_over(ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.
on_clicked(ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.
on_destroyed(ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.
on_end_cursor_over(ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.
on_end_play(ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.
on_input_touch_begin(ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.
on_input_touch_end(ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.
on_input_touch_enter(ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.
on_input_touch_leave(ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.
on_released(ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.
on_take_any_damage(TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.
on_take_point_damage(TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.
on_take_radial_damage(TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.
only_relevant_to_owner(bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
optimize_bp_component_data(bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.
pivot_offset(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor
primary_actor_tick(ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). 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. https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent():
relevant_for_level_bounds(bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant
replay_rewindable(bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.
replicate_movement(bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. SetReplicates(): https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/:
replicated_movement(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity
replicates(bool): [Read-Write] If true, this actor will replicate to remote machines SetReplicates():
root_component(SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow
rotator_array_property(Array(Rotator)): [Read-Write] Rotator Array Property
rotator_property(Rotator): [Read-Write] Rotator Property
spawn_collision_handling_method(SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.
sprite_scale(float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).
string_array_property(Array(str)): [Read-Write] String Array Property
string_property(str): [Read-Write] String Property
tags(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.
test_component(UUsdTestComponent): [Read-Write] Test Component deprecated: Use the new USDStageImporter module instead
test_struct_property(UsdTestStruct): [Read-Write] Test Struct Property
test_struct_property_array(Array(UsdTestStruct)): [Read-Write] Test Struct Property Array
test_struct_property_array2(Array(UsdTestStruct)): [Read-Write] Test Struct Property Array 2
text_array_property(Array(Text)): [Read-Write] Text Array Property
text_property(Text): [Read-Write] Text Property
unsigned_int16_array_property(Array(uint16)): [Read-Write] Unsigned Int 16Array Property
unsigned_int16_property(uint16): [Read-Write] Unsigned Int 16Property
unsigned_int32_array_property(Array(uint32)): [Read-Write] Unsigned Int 32Array Property
unsigned_int32_property(uint32): [Read-Write] Unsigned Int 32Property
unsigned_int64_array_property(Array(uint64)): [Read-Write] Unsigned Int 64Array Property
unsigned_int64_property(uint64): [Read-Write] Unsigned Int 64Property
update_overlaps_method_during_level_streaming(ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.
Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming():
vector2_array_property(Array(Vector2D)): [Read-Write] Vector 2Array Property
vector2_property(Vector2D): [Read-Write] Vector 2Property
vector3_array_property(Array(Vector)): [Read-Write] Vector 3Array Property
vector3_property(Vector): [Read-Write] Vector 3Property
vector4_array_property(Array(Vector4)): [Read-Write] Vector 4Array Property
vector4_property(Vector4): [Read-Write] Vector 4Property