124 lines
3.2 KiB
Ucode
124 lines
3.2 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class InstancedFoliageSettings extends Object
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native(Foliage)
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hidecategories(Object)
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editinlinenew;
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var(Painting) float Density;
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var(Painting) float Radius;
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var(Painting) float ScaleMinX;
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var(Painting) float ScaleMinY;
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var(Painting) float ScaleMinZ;
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var(Painting) float ScaleMaxX;
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var(Painting) float ScaleMaxY;
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var(Painting) float ScaleMaxZ;
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var(Painting) bool LockScaleX;
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var(Painting) bool LockScaleY;
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var(Painting) bool LockScaleZ;
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var(Painting) float AlignMaxAngle;
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var(Painting) float RandomPitchAngle;
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var(Painting) float GroundSlope;
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var(Painting) float HeightMin;
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var(Painting) float HeightMax;
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var(Painting) Name LandscapeLayer;
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var(Painting) bool AlignToNormal;
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var(Painting) bool RandomYaw;
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var(Painting) bool UniformScale;
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var(Painting) float ZOffsetMin;
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var(Painting) float ZOffsetMax;
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var(Clustering) int MaxInstancesPerCluster;
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var(Clustering) float MaxClusterRadius;
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var float ReapplyDensityAmount;
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var bool ReapplyDensity;
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var bool ReapplyRadius;
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var bool ReapplyAlignToNormal;
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var bool ReapplyRandomYaw;
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var bool ReapplyScaleX;
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var bool ReapplyScaleY;
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var bool ReapplyScaleZ;
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var bool ReapplyRandomPitchAngle;
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var bool ReapplyGroundSlope;
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var bool ReapplyHeight;
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var bool ReapplyLandscapeLayer;
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var bool ReapplyZOffset;
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enum FoliageCullOption
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{
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FOLIAGECULL_Cull,
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FOLIAGECULL_ScaleZ,
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FOLIAGECULL_ScaleXYZ,
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FOLIAGECULL_TranslateZ
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};
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var(Culling) int StartCullDistance;
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var(Culling) int EndCullDistance;
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var(Culling) FoliageCullOption CullOption;
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var(Culling) EDetailMode DetailMode;
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var(Lighting) bool CastShadow;
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var(Lighting) bool bCastDynamicShadow;
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var(Lighting) bool bCastStaticShadow;
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var(Lighting) bool bSelfShadowOnly;
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var(Lighting) bool bNoModSelfShadow;
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var(Lighting) bool bAcceptsDynamicDominantLightShadows;
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var(Lighting) bool bCastHiddenShadow;
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var(Lighting) bool bCastShadowAsTwoSided;
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var(Lighting) const bool bAcceptsLights;
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var(Lighting) const bool bAcceptsDynamicLights;
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var(Lighting) const bool bUseOnePassLightingOnTranslucency;
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var(Lighting) const bool bUsePrecomputedShadows;
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var(Collision) bool bCollideActors;
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var(Collision) bool bBlockActors;
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var(Collision) bool bBlockNonZeroExtent;
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var(Collision) bool bBlockZeroExtent;
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var int DisplayOrder;
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var bool IsSelected;
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var bool ShowNothing;
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var bool ShowPaintSettings;
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var bool ShowInstanceSettings;
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defaultproperties
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{
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Density=100.0
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Radius=0.0
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AlignToNormal=true
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RandomYaw=true
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UniformScale=true
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ScaleMinX=1.0
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ScaleMinY=1.0
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ScaleMinZ=1.0
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ScaleMaxX=1.0
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ScaleMaxY=1.0
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ScaleMaxZ=1.0
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AlignMaxAngle=0.0
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RandomPitchAngle=0.0
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GroundSlope=45.0
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HeightMin=-262144.0
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HeightMax=262144.0
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ZOffsetMin=0.0
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ZOffsetMax=0.0
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LandscapeLayer=None
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MaxInstancesPerCluster=100
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MaxClusterRadius=10000.0
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DisplayOrder=0
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IsSelected=false
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ShowNothing=false
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ShowPaintSettings=true
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ShowInstanceSettings=false
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ReapplyDensityAmount=1.0
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CastShadow=TRUE
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bCastDynamicShadow=TRUE
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bCastStaticShadow=TRUE
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bAcceptsDynamicDominantLightShadows=TRUE
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bAcceptsLights=TRUE
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bAcceptsDynamicLights=TRUE
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bUsePrecomputedShadows=TRUE
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}
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