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

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2020-12-13 15:01:13 +00:00
/**
* This is a special type of actor used as the container for a large number of StaticMeshComponents on the console. This
* actor is created only during the console cooking process so cannot be placed by designers in the editor. It replaces
* multiple normal StaticMeshActors in content which has been cooked for the a console platform, becoming the owner for
* those StaticMeshActors' StaticMeshComponent.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class StaticMeshCollectionActor extends StaticMeshActorBase
native
config(Engine);
/**
* Since the components array is only serialized during make, we need to store the components we contain in a separate array.
*/
var const array<StaticMeshComponent> StaticMeshComponents;
/**
* The maximum number of StaticMeshComponents that can be attached to this actor. Once this number has been reached, a
* new StaticMeshCollectionActor will be created.
*/
var config int MaxStaticMeshComponents;
cpptext
{
/* === UObject interface === */
/**
* Serializes the LocalToWorld transforms for the StaticMeshComponents contained in this actor.
*/
virtual void Serialize( FArchive& Ar );
/**
* Used by Octree ActorRadius check to determine whether to return a component even if the actor owning the component has already been returned.
* Make sure all static mesh components which can become dynamic are returned
*/
virtual UBOOL ForceReturnComponent(UPrimitiveComponent* TestPrimitive);
#if __TW_PHYSICS_
virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive, AActor *SourceActor, DWORD TraceFlags);
#endif
}
DefaultProperties
{
}