| Home Page | Recent Changes | Preferences

Actor/Display

UT2003 :: Object >> Actor (Property Group: Display)

(For the UT Actor class properties, see Actor (UT)/Display.)

This group holds properties that affect how the actor is displayed. The most important property is the DrawType enum?eration, which sets what kind of resource is displayed: texture, mesh, etc. Other properties then determine the actual thing that is displayed: Set The Resource Property that matches the DrawType.

AmbientGlow
ConvexVolume? AntiPortal
ConvexVolume used for DT_AntiPortal
bool bAcceptsProjectors
Projectors can project onto this actor
bool bAlwaysFaceCamera
actor will be rendered always facing the camera like a sprite
bool bDisableSorting
Manual override for translucent material sorting.
bool bShadowCast
Casts [static shadow]?s.
bool bStaticLighting
Uses raytraced lighting.
bool bUnlit
Lights don't affect actor.
bool bUseDynamicLights
bool bUseLightingFromBase
Use Unlit/AmbientGlow from Base
float ClientOverlayCounter
sjs - current secs left to show overlay effect
float ClientOverlayTimer
sjs - client inital time count
float CullDistance
in non-zero, sets the distance at which to cease displaying this actor (works for static meshes)
float DrawScale
vector DrawScale3D
EDrawType DrawType
Sets how the actor is drawn, eg sprite, static mesh, etc. See enum list below.
name ForcedVisibilityZoneTag
Makes the visibility code treat the actor as if it was in the zone with the given tag.
float LODBias
This will affect the distance at which the engine starts simplifying the mesh. If your new model has parts that are pretty thin, or even have a single face, raise this number.
byte MaxLights
Limit to hardware lights active on this primitive.
Mesh Mesh
Mesh to display if DrawType=DT_Mesh.
Material OverlayMaterial
sjs - shader/material effect to use with skin
float OverlayTimer
sjs - set by server
vector PrePivot
Offset from box center for drawing.
float ScaleGlow
array<Material> Skins
Multiple skin support - not replicated.
StaticMesh StaticMesh
the Static Mesh to display if DrawType=DT_StaticMesh
ERenderStyle Style
the render style: see below
Material Texture
Sprite texture if DrawType=DT_Sprite
EUV2Mode UV2Mode
determines how the UV2Texture is applied.
Material UV2Texture
Some sort of overlay mojo for Static Meshes.

EDrawType

The DrawType enumneration sets how the actor displays. Some of these options work with another property to set what is displayed.

DT_None
The actor isn't displayed at all. You should probably use /Advanced → bHidden instead in most cases because it will allow the actor to still show up in UnrealEd.
DT_Sprite
Display a sprite with the material set in the Texture property.
DT_Mesh
Display the mesh set in the Mesh property.
DT_Brush
Only for Brush classes.
DT_RopeSprite
DT_VerticalSprite
DT_Terraform
DT_SpriteAnimOnce
Like DT_Sprite, but plays an animated texture's animation at a speed that plays the animation exactly once during the LifeSpan of the actor.
DT_StaticMesh
Display the static mesh set in the StaticMesh property.
DT_DrawType
DT_Particle
Used by particle effect actors (Emitter, xEmitter, xWeatherEffect) and xProcMeshes.
DT_AntiPortal
Used for Antiportals.
DT_FluidSurface
Used by FluidSurfaceInfos. See Fluid Surfaces.

ERenderStyle

See also Color Blending.

STY_None
STY_Normal
STY_Masked
STY_Translucent
STY_Modulated
STY_Alpha
STY_Additive
STY_Subtractive
STY_Particle
STY_AlphaZ

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

Mapping Topics

Mapping Lessons

UnrealEd Interface

Questions&Answers

Scripting Topics

Scripting Lessons

Making Mods

Class Tree

Questions&Answers

Modeling Topics

Questions&Answers

Log In