• The Actor Browser is found at top menubar and is shown with this icon. It's menu allows you to do several things, these will be explained here.


  • Open : Will open an existant Class package, These are all U-Files.
  • These may contain Textures, Sounds and all scripts for any created actor, ranging from playerpawns to weapons, gametypes, arena-mutators, meshes, etc.

  • this action will do the same as the small folder icon.

  • Save : "Save Selected Package" This option will do NOTHING unless you first check the package to save, and in order to do so, you will first have to search for some other option making this possible.
    The option you will have to check first is in the Actor Browser's menu View > Show Packages. Check this one, and you will see that another pane opens under the actor browser main menu. This second bottom menu will show all opened packages, and also your own package if you used or loaded some meshpack you have made.
    More on Packages later in the "Show Packages" option.

  • Export : This will open a dialog box asking if you would like to export all CHANGED scripts thes scripts that are in the script editor and that you may have changed to your likings. These filetypes are allowed for import
    These scripts will then be saved in a folder with the name as the package and the files will have the name as the class name you gave it, example MyNewWeapon extends MyNewWeaponPack will create, under the UnrealTournament folder, another folder named "MyNewWeaponPack" containing a file named "MyNewWeapon.UC".
    These files are pure text and so you may edit these with any text editor, except watch out not to use the option "WordWrap", some code require to be in one single line, even if you fint it to be very long lines, just leave them as they are, or the code will be broken and useless.
    Later you can edit these UC-files as you like, for example change their ParentClass where they belong to.

  • Export All Scripts: Well i will just warn you that this will save to UC-files ALL scripts including the Huge Systems Botpack.UC and this may take up alot of time.
    But it can be usefull if you need some explanation on some existing class. Some definitions are indeed invisible in the script editor like default properties. You will be able to see anything and all in the UC-Files.

  • View >
  • Docked : Docked will dock the Texture Browser with the main browser or other opened browsers. for best workaround dock all browsers togheter. This action will do the same as the small multi window icon.

  • Show Packages : Here we are, this is the option that will show the by default hidden bottom pane.
    this second bottom pane will show all in use packages from UT system plus other in map used packages ranging from custom weapons to custom meshes and much more.
    As mentioned earlier in the "Save" option, yu will have to check the package you want to save. If no package is checked, then nothing at all will be saved.

  • New Package : this will create a new actor from the position you are in the Actor Browser and make the new package beeing a subclass of the current actor, but as this is more hazardous, you better rightclick the parentclass and then create a new actor, at this point, your new actor will inherit all base and default options from it's parent actor, you can then change, add or remove some functions in the script editor to fit the needs of your new actor.

  • As an example take the Inventory > Weapon > TournamentWeapon > SniperRifle. Rightclick the SniperRifle and select from it's contextual menu "new", in the dialogbox specify Your Package like example "MyNewWeaponPack" and the Name as "MySniperRifle". The new class will be created and the script-editor will open right with your new weapon, beeing "MySniperRifle" showing as
    > class MySniperRifle expands SniperRifle;

  • As you can see here, you cannot see the default properties inherited from the original SniperRifle. You could see these but with another option.
    This time go back in the Actor Browser and find your "MySniperRifle", rightclick it and select "Default Properties", you will see a properties panel similar to the properties for any other actor, except that this one is specific to your Actor, and these defaults will be saved in your Class Package (when your packages is checked, that is).

  • Edit script : This action will open the script editor as i said earlier in the document
    more on this script editor in next frame.
    You can use the rightclick on the actor or use the icon

  • Default Properties : As i already said earleir in this document, this will open the default properties for the currently selected actor, as you will put the actor in your map, that actor will have these options by default, so make the default settings what you most use this actor with.
    You can use the rightclick on the actor or use the icon.
  • Close script : This will close the currently selected script,if you dont need it any longer. This is only to clear up the script editors view, that package will not be removed from the Actor Browsers memory and will remain available for use.

  • Compile Changed Scripts : This will just do what it says.
    It will allow you to compile your fresh script, then look at the bottom line of the script editor, there you will see if your code is ok or not.
    If your code is good, then you will see something like
  • Success : Everything is up to date.
    If your code contains erros,the line will tell you at what line you have erros like
  • Error in Decoration, Line 9: Unexpected "VR", although it will not show you what to do, expected that you know how to code and what to do to solve the error, it's all up to your coding skills.

  • Compile ALL scripts : Warning, this can take up alot of time as it will compile ALL the UT scripts. Better never touch this option, and watch out because the F7 function keyboard key does the same.

  • Actor Class Browser : Simply brings the Actor Browser back in Front.

  • Search Term : This will Search for a certain Term in in the code of the currently selected script , type it in here.

  • Find Previous, Find Next : This will search the previous term selection or last term selection in the code of the currently selected script.