ACTOR
Module: _actor
GetTags(Actor:
)
(Tags: {
}?)
1
)
(Tags: {
}?) _actor.GetTags(Actor: actor) -> Tags: {string}?
GetVelocity(In:
)
(Out:
?)
2
)
(Out:
?) _actor.GetVelocity(In: actor) -> Out: vector?
SetScale(Actor:
,NewScale:
)
(Successful:
)
3
,NewScale:
)
(Successful:
) _actor.SetScale(Actor: actor, NewScale: vector) -> Successful: boolean
SetRotation(Actor:
,NewRotation:
,TeleportPhysics:
?)
(Successful:
)
4
,NewRotation:
,TeleportPhysics:
?)
(Successful:
) _actor.SetRotation(Actor: actor, NewRotation: vector, TeleportPhysics: boolean?) -> Successful: boolean
GetBounds(Actor:
)
(WorldOrigin:
,RelativeExtent:
)
5
)
(WorldOrigin:
,RelativeExtent:
) -- Returns the bounding box of all components that make up this Actor
_actor.GetBounds(Actor: actor) -> WorldOrigin: vector, RelativeExtent: vector
GetScale(Actor:
)
(Location:
?)
6
)
(Location:
?) _actor.GetScale(Actor: actor) -> Location: vector?
GetRotation(Actor:
)
(Location:
?)
7
)
(Location:
?) _actor.GetRotation(Actor: actor) -> Location: vector?
BindDestroyed(Actor:
,Callback:
)
(EventHandle:
?)
8
,Callback:
)
(EventHandle:
?) -- Callback has 1 actor param, selfActor
_actor.BindDestroyed(Actor: actor, Callback: (overlapped: actor) -> ()) -> EventHandle: eventHandle?
BindEndOverlap(Actor:
,Callback:
)
(EventHandle:
?)
9
,Callback:
)
(EventHandle:
?) -- Callback has 1 param with selfActor, otherActor
_actor.BindEndOverlap(Actor: actor, Callback: (overlapped: actor, other: actor) -> ()) -> EventHandle: eventHandle?
BindBeginOverlap(Actor:
,Callback:
)
(EventHandle:
?)
10
,Callback:
)
(EventHandle:
?) -- Callback has 2 params selfActor, otherActor
_actor.BindBeginOverlap(Actor: actor, Callback: (overlapped: actor, other: actor) -> ()) -> EventHandle: eventHandle?
GetLocation(Actor:
)
(Location:
?)
11
)
(Location:
?) _actor.GetLocation(Actor: actor) -> Location: vector?
GetAllWithTag(Tag:
)
(Actors: {
})
12
)
(Actors: {
}) _actor.GetAllWithTag(Tag: string) -> Actors: {actor}
GetFirstWithTag(Tag:
)
(Actor:
)
13
)
(Actor:
) -- If there are multiple actors with the same tag the first one in memory will be returned
_actor.GetFirstWithTag(Tag: string) -> Actor: actor
Delete(Actor:
)
(Success:
)
14
)
(Success:
) _actor.Delete(Actor: actor) -> Success: boolean
SetLocation(Actor:
,NewLocation:
,TeleportPhysics:
?)
(Successful:
)
15
,NewLocation:
,TeleportPhysics:
?)
(Successful:
) _actor.SetLocation(Actor: actor, NewLocation: vector, TeleportPhysics: boolean?) -> Successful: boolean
AddOffsetLocation(Actor:
,DeltaLocation:
,UseLocalSpace:
?,TeleportPhysics:
?)
(arg1:
)
16
,DeltaLocation:
,UseLocalSpace:
?,TeleportPhysics:
?)
(arg1:
) -- Offset in world space as default
_actor.AddOffsetLocation(Actor: actor, DeltaLocation: vector, UseLocalSpace: boolean?, TeleportPhysics: boolean?) -> arg1: boolean