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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ActorFactoryDynamicSM extends ActorFactory
config(Editor)
native
abstract;
cpptext
{
virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
/**
* If the ActorFactory thinks it could create an Actor with the current settings.
* Can Used to determine if we should add to context menu or if the factory can be used for drag and drop.
*
* @param OutErrorMsg Receives localized error string name if returning FALSE.
* @param bFromAssetOnly If true, the actor factory will check that a valid asset has been assigned from selection. If the factory always requires an asset to be selected, this param does not matter
* @return True if the actor can be created with this factory
*/
virtual UBOOL CanCreateActor( FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE );
virtual void AutoFillFields(class USelection* Selection);
virtual FString GetMenuName();
virtual void PostLoad();
}
var() StaticMesh StaticMesh;
var() vector DrawScale3D;
/**
* For encroachers, don't do the overlap check when they move. You will not get touch events for this actor moving, but it is much faster.
* So if you want touch events from volumes or triggers you need to set this to be FALSE.
* This is an optimisation for large numbers of PHYS_RigidBody actors for example.
* @see Actor.uc bNoEncroachCheck
*/
var() bool bNoEncroachCheck;
var() bool bNotifyRigidBodyCollision;
var() ECollisionType CollisionType;
var() bool bBlockRigidBody;
/** Try and use physics hardware for this spawned object. */
var() bool bUseCompartment;
/** If false, primitive does not cast dynamic shadows. */
var() bool bCastDynamicShadow;
defaultproperties
{
DrawScale3D=(X=1,Y=1,Z=1)
CollisionType=COLLIDE_NoCollision
bCastDynamicShadow=true
bBlockRigidBody=FALSE
}