Actor/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