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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ActorFactoryRigidBody extends ActorFactoryDynamicSM
config(Editor)
collapsecategories
hidecategories(Object)
native;
/** Should spawned Actor start simulating as soon as its created, or be 'asleep' until hit. */
var() bool bStartAwake;
/** Sets the bDamageAppliesImpulse flag on the new Actor. */
var() bool bDamageAppliesImpulse;
/** Indicates if the initial velocity settings below should be considered in the world space or local space of the spawn target actor. */
var() bool bLocalSpaceInitialVelocity;
/** Velocity that new rigid bodies will have when created. In the ref frame of the spawn target actor. */
var() vector InitialVelocity;
/**
* If valid, Velocity added to InitialVelocity when creating actor.
* This is here in addition to InitialVelocity to maintain backwards compatibility.
*/
var() DistributionVector AdditionalVelocity;
/**
* If valid, Angular Velocity given to newly spawned Actor.
*/
var() DistributionVector InitialAngularVelocity;
/** Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent. */
var() ERBCollisionChannel RBChannel;
/** Enable 'Stay upright' torque, that tries to keep Z axis of KActor pointing along world Z */
var() bool bEnableStayUprightSpring;
/** Torque applied to try and keep KActor horizontal. */
var() float StayUprightTorqueFactor;
/** Max torque that can be applied to try and keep KActor horizontal */
var() float StayUprightMaxTorque;
cpptext
{
// UObject interface
virtual void PostLoad();
/**
* 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 AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
}
defaultproperties
{
MenuName="Add RigidBody"
NewActorClass=class'Engine.KActor'
GameplayActorClass=class'Engine.KActorSpawnable'
bNoEncroachCheck=true
bStartAwake=true
bDamageAppliesImpulse=true
CollisionType=COLLIDE_BlockAll
RBChannel=RBCC_GameplayPhysics
bBlockRigidBody=TRUE
StayUprightTorqueFactor=1000.0
StayUprightMaxTorque=1500.0
}