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KF2-Dev-Scripts/Engine/Classes/ActorFactoryApexClothing.uc

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2020-12-13 15:01:13 +00:00
/*=============================================================================
ActorFactoryApexClothing.uc: Implement APEX Clothing Actor Factory
Copyright 2008-2009 NVIDIA corporation..
=============================================================================*/
class ActorFactoryApexClothing extends ActorFactorySkeletalMesh
config(Editor)
hidecategories(Object)
native(Physics);
/** List of clothing assets associated with each material in this mesh. */
var() array<ApexClothingAsset> ClothingAssets;
/** Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent. */
var() const ERBCollisionChannel ClothingRBChannel;
/** Define the channels with which this actor will collide. */
var() const RBCollisionChannelContainer ClothingRBCollideWithChannels;
// NVCHANGE_BEGIN: DJS - Add clothing wind support to clothing actor factory
/** If TRUE, WindVelocity is applied in the local space of the component, rather than world space. */
var() bool bLocalSpaceWind;
/** The Wind Velocity applied to Apex Clothing */
var() vector WindVelocity;
/** Time taken for ApexClothing to reach WindVelocity */
var() float WindVelocityBlendTime;
// NVCHANGE_END: DJS - Add clothing wind support to clothing actor factory
// NVCHANGE_BEGIN: hlanker - Add wind noise
/** Maximum noise amplitude */
var() float WindStrengthNoiseBounds;
/** Maximum wind strength change per second */
var() float WindStrengthNoiseStepSize;
/** Higher probability to stay around the center */
var() bool bWindStrengthNoiseCentered;
/** Maximum angle (in radian) on direction noise*/
var() float WindDirNoiseBounds;
/** Maximum angle change (in radian per second) */
var() float WindDirNoiseStepSize;
/** Higher probability to stay around the center */
var() bool bWindDirNoiseCentered;
// NVCHANGE_END: hlanker - Add wind noise
cpptext
{
virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
virtual UBOOL CanCreateActor(FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE);
virtual void AutoFillFields(class USelection* Selection);
virtual FString GetMenuName();
}
defaultproperties
{
MenuName="Add Clothing";
NewActorClass=class'Engine.SkeletalMeshActor'
GameplayActorClass=class'Engine.SkeletalMeshActorSpawnable'
ClothingRBChannel=RBCC_Clothing
ClothingRBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,ClothingCollision=TRUE)
}