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# UnrealScript Entry Points/Actor Events

## Entry Points: Engine.Actor

Here are the known entry points defined for the base Actor class. They may or may not be handled by default in that class, within the engine (C++), or in a derived class.

### event AnimEnd()

Notification that the current animation has ended. Allows an object to wait for animation completion before proceeding with other activities.

### event KImpact()

// event called when Karmic actor hits with impact velocity over KImpactThreshold)

### event KVelDropBelow()

// event called when karma actor's velocity drops below KVelDropBelowThreshold)

### event KSkelConvulse()

// event called when a ragdoll convulses (see KarmaParamsSkel)

### event KApplyForce

// event called just before sim to allow user to

(hehe, that one was incomplete...)

### event bool KUpdateState

// This is called from inside C++ physKarma at the appropriate time to update state of Karma rigid body.

// If you return true, newState will be set into the rigid body. Return false and it will do nothing.

### event Destroyed()

### event GainedChild()

### event LostChild()

### event Tick()

### event PostNetReceive()

### event Trigger()

### event UnTrigger()

### event BeginEvent()

### event EndEvent()

### event Timer()

### event HitWall()

### event Falling()

### event Landed()

### event ZoneChange()

### event PhysicsVolumeChange()

### event Touch()

### event PostTouch()

// called for PendingTouch actor after physics completes

### event UnTouch()

### event Bump()

### event BaseChange()

### event Attach()

### event Detach()

### event SpecialHandling()

### event EncroachingOn()

### event EncroachedBy()

### event FinishedInterpolation()

### event EndedRotation()

### event UsedBy()

### simulated event FellOutOfWorld()

### event KilledBy()

### event TakeDamage()

### event TornOff()

// Networking - called on client when actor is torn off (bTearOff==true)

### native simulated event DemoPlaySound ()

### event bool PreTeleport()

### event PostTeleport()

### event BeginPlay()

// Level State

### event RenderTexture()

### event PreBeginPlay()

// Called immediately before gameplay begins.

### event BroadcastLocalizedMessage()

// Broadcast a localized message to all players.

// Most message deal with 0 to 2 related PRIs.

// The LocalMessage class defines how the PRI's and optional actor are used.

### event PostBeginPlay()

// Called immediately after gameplay begins.

### simulated event SetInitialState()

// Called after PostBeginPlay.

### event PostNetBeginPlay()

// called after PostBeginPlay. On a net client, PostNetBeginPlay() is

// spawned after replicated variables have been initialized to their replicated values

### event TravelPreAccept()

// Called when carried onto a new level, before AcceptInventory.

### event TravelPostAccept()

// Called when carried into a new level, after AcceptInventory.

### event TriggerEvent()

// Trigger an event

### function UntriggerEvent()

// Untrigger an event

(is this an event? if not, why?)

### function RenderOverlays()

//called by player's hud to request drawing of actor specific overlays onto canvas

### function BecomeViewTarget()

// Called by PlayerController when this actor becomes its ViewTarget.

## Back to Parent

- UnrealScript Entry Points

## Comments?

Wormbo: This page should have been named Actor/Methods. Also the package prefix is not neccessary since there's only one Actor class.

Lazarus: Actually no, but I understand the confusion. This is for events only (methods that are called asynchronously by the engine). See my note in [UScript Entry Points]?. I know there's going to be overlap, just not sure the best way to handle it. I'll certainly reorganize it if people have a good suggestion. Understood on the pacakge prefix, I just did it for reference.

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