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ACTOR

Module: _actor

GetTags(Actor: actor)return(Tags: {optional array string}?)
_actor.GetTags(Actor: actor) -> Tags: {string}?
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GetVelocity(In: actor)return(Out: optional vector?)
_actor.GetVelocity(In: actor) -> Out: vector?
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SetScale(Actor: actor,NewScale: vector)return(Successful: boolean)
_actor.SetScale(Actor: actor, NewScale: vector) -> Successful: boolean
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SetRotation(Actor: actor,NewRotation: vector,TeleportPhysics: optional boolean?)return(Successful: boolean)
_actor.SetRotation(Actor: actor, NewRotation: vector, TeleportPhysics: boolean?) -> Successful: boolean
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GetBounds(Actor: actor)return(WorldOrigin: vector,RelativeExtent: vector)
-- Returns the bounding box of all components that make up this Actor
_actor.GetBounds(Actor: actor) -> WorldOrigin: vector, RelativeExtent: vector
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GetScale(Actor: actor)return(Location: optional vector?)
_actor.GetScale(Actor: actor) -> Location: vector?
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GetRotation(Actor: actor)return(Location: optional vector?)
_actor.GetRotation(Actor: actor) -> Location: vector?
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BindDestroyed(Actor: actor,Callback: function)return(EventHandle: optional eventHandle?)
-- Callback has 1 actor param, selfActor
_actor.BindDestroyed(Actor: actor, Callback: (overlapped: actor) -> ()) -> EventHandle: eventHandle?
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BindEndOverlap(Actor: actor,Callback: function)return(EventHandle: optional eventHandle?)
-- Callback has 1 param with selfActor, otherActor
_actor.BindEndOverlap(Actor: actor, Callback: (overlapped: actor, other: actor) -> ()) -> EventHandle: eventHandle?
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BindBeginOverlap(Actor: actor,Callback: function)return(EventHandle: optional eventHandle?)
-- Callback has 2 params selfActor, otherActor
_actor.BindBeginOverlap(Actor: actor, Callback: (overlapped: actor, other: actor) -> ()) -> EventHandle: eventHandle?
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GetLocation(Actor: actor)return(Location: optional vector?)
_actor.GetLocation(Actor: actor) -> Location: vector?
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GetAllWithTag(Tag: string)return(Actors: {array actor})
_actor.GetAllWithTag(Tag: string) -> Actors: {actor}
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GetFirstWithTag(Tag: string)return(Actor: actor)
-- If there are multiple actors with the same tag the first one in memory will be returned
_actor.GetFirstWithTag(Tag: string) -> Actor: actor
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Delete(Actor: actor)return(Success: boolean)
_actor.Delete(Actor: actor) -> Success: boolean
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SetLocation(Actor: actor,NewLocation: vector,TeleportPhysics: optional boolean?)return(Successful: boolean)
_actor.SetLocation(Actor: actor, NewLocation: vector, TeleportPhysics: boolean?) -> Successful: boolean
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AddOffsetLocation(Actor: actor,DeltaLocation: vector,UseLocalSpace: optional boolean?,TeleportPhysics: optional boolean?)return(arg1: boolean)
-- Offset in world space as default
_actor.AddOffsetLocation(Actor: actor, DeltaLocation: vector, UseLocalSpace: boolean?, TeleportPhysics: boolean?) -> arg1: boolean
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