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# 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

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