APaperCharacter behaves like ACharacter, but uses a UPaperFlipbookComponent instead of a USkeletalMeshComponent as a visual representation Note: The variable named Mesh will not be set up on this actor!
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid(Guid): [Read-Only] The GUID for this actor.
ai_controller_class(type(Class)): [Read-Write] Default class to use when pawn is controlled by AI.
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_possess_ai(AutoPossessAI): [Read-Write] Determines when the Pawn creates and is possessed by an AI Controller (on level start, when spawned, etc). Only possible if AIControllerClassRef is set, and ignored if AutoPossessPlayer is enabled. AutoPossessPlayer:
auto_possess_player(AutoReceiveInput): [Read-Write] Determines which PlayerController, if any, should automatically possess the pawn when the level starts or when the pawn is spawned. AutoPossessAI:
auto_receive_input(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.
base_eye_height(float): [Read-Write] Base eye height above collision center.
block_input(bool): [Read-Write] If true, all input on the stack below this actor will not be considered
can_affect_navigation_generation(bool): [Read-Write] If set to false (default) given pawn instance will never affect navigation generation.
Setting it to true will result in using regular AActor’s navigation relevancy calculation to check if this pawn instance should affect navigation generation Use SetCanAffectNavigationGeneration to change this value at runtime. Note that modifying this value at runtime will result in any navigation change only if runtime navigation generation is enabled.
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
capsule_component(CapsuleComponent): [Read-Only] The CapsuleComponent being used for movement collision (by CharacterMovement). Always treated as being vertically aligned in simple collision check functions.
character_movement(CharacterMovementComponent): [Read-Only] Movement component used for movement logic in various movement modes (walking, falling, etc), containing relevant settings and functions to control movement.
crouched_eye_height(float): [Read-Write] Default crouched eye height
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:
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
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.
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.
is_crouched(bool): [Read-Write] Set by character movement to specify that this Character is currently crouched.
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
jump_current_count(int32): [Read-Only] Tracks the current number of jumps performed. This is incremented in CheckJumpInput, used in CanJump_Implementation, and reset in OnMovementModeChanged. When providing overrides for these methods, it’s recommended to either manually increment / reset this value, or call the Super:: method.
jump_current_count_pre_jump(int32): [Read-Only] Represents the current number of jumps performed before CheckJumpInput modifies JumpCurrentCount. This is set in CheckJumpInput and is used in SetMoveFor and PrepMoveFor instead of JumpCurrentCount since CheckJumpInput can modify JumpCurrentCount. When providing overrides for these methods, it’s recommended to either manually set this value, or call the Super:: method.
jump_force_time_remaining(float): [Read-Only] Amount of jump force time remaining, if JumpMaxHoldTime > 0.
jump_key_hold_time(float): [Read-Only] Jump key Held Time. This is the time that the player has held the jump key, in seconds.
jump_max_count(int32): [Read-Write] The max number of jumps the character can perform. Note that if JumpMaxHoldTime is non zero and StopJumping is not called, the player may be able to perform and unlimited number of jumps. Therefore it is usually best to call StopJumping() when jump input has ceased (such as a button up event).
jump_max_hold_time(float): [Read-Write] The max time the jump key can be held. Note that if StopJumping() is not called before the max jump hold time is reached, then the character will carry on receiving vertical velocity. Therefore it is usually best to call StopJumping() when jump input has ceased (such as a button up event).
last_hit_by(Controller): [Read-Write] Controller of the last Actor that caused us damage.
mesh(SkeletalMeshComponent): [Read-Only] The main skeletal mesh associated with this Character (optional sub-object).
min_net_update_frequency(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently
movement_mode_changed_delegate(MovementModeChangedSignature): [Read-Write] Multicast delegate for MovementMode changing.
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
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_character_movement_updated(CharacterMovementUpdatedSignature): [Read-Write] Event triggered at the end of a CharacterMovementComponent movement update. This is the preferred event to use rather than the Tick event when performing custom updates to CharacterMovement properties based on the current state. This is mainly due to the nature of network updates, where client corrections in position from the server can cause multiple iterations of a movement update, which allows this event to update as well, while a Tick event would not.
delta_seconds: Delta time in seconds for this update initial_location: Location at the start of the update. May be different than the current location if movement occurred. initial_velocity: Velocity at the start of the update. May be different than the current velocity.
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_reached_jump_apex(CharacterReachedApexSignature): [Read-Write] Broadcast when Character’s jump reaches its apex. Needs CharacterMovement->bNotifyApex = true
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
player_state(PlayerState): [Read-Write] If Pawn is possessed by a player, points to its Player State. Needed for network play as controllers are not replicated to clients.
pressed_jump(bool): [Read-Write] When true, player wants to jump
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():
proxy_jump_force_started_time(float): [Read-Only] Track last time a jump force started for a proxy.
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
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(PaperFlipbookComponent): [Read-Only] The main skeletal mesh associated with this Character (optional sub-object).
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).
tags(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.
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():
use_controller_rotation_pitch(bool): [Read-Write] If true, this Pawn’s pitch will be updated to match the Controller’s ControlRotation pitch, if controlled by a PlayerController.
use_controller_rotation_roll(bool): [Read-Write] If true, this Pawn’s roll will be updated to match the Controller’s ControlRotation roll, if controlled by a PlayerController.
use_controller_rotation_yaw(bool): [Read-Write] If true, this Pawn’s yaw will be updated to match the Controller’s ControlRotation yaw, if controlled by a PlayerController.
was_jumping(bool): [Read-Only] Tracks whether or not the character was already jumping last frame.