/** * This is the PhysicalMaterialPropertyBase which the PhysicalMaterial has. * Individual games should derive their own MyGamPhysicalMaterialProperty. * * Then inside that object you can either have a bunch of properties or have it * point to your game specific objects. * * (e.g. You have have impact sounds and impact effects for all of the weapons * in your game. So you have an .uc object which contains the data needed per * material type and then you have your MyGamePhysicalMaterialProperty point to * that. ) * * class MyGamePhysicalMaterialProperty extends PhysicalMaterialPropertyBase * editinlinenew; * * var() editinline MyGameSpecificImpactEffects ImpactEffects; * var() editinline MyGameSpecificImpactSounds ImpactSounds; * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PhysicalMaterialPropertyBase extends Object native(Physics) collapsecategories hidecategories(Object) editinlinenew abstract; `if(`__TW_) // This is game specific, but adding it here allows us to access it from engine (see PhysXParticleImpactInfo). // It also means we can remove casts to KFPhysicalMaterialProperty. Keeping KFPhysicsMaterialProperty // around so that our content does not need updated and because this class is marked abstract /** Type of material this is (dirt, gravel, brick, etc) used for looking up material specific effects */ var() enum EMaterialTypes { EMT_None, EMT_Rock, EMT_Dirt, EMT_Dust, EMT_Mud, EMT_Poop, EMT_Grass, EMT_Plant, EMT_Water, EMT_WaterShallow, EMT_Ice, EMT_Snow, EMT_Metal, EMT_MetalHollow, EMT_MetalArmor, EMT_Wood, EMT_WoodHollow, EMT_BrickRed, EMT_BrickWhite, EMT_Plaster, EMT_Glass, EMT_GlassBroken, EMT_Gravel, EMT_Concrete, EMT_ConcreteWet, EMT_Paper, EMT_Cloth, EMT_Rubber, EMT_Asphalt, EMT_Flesh, EMT_PlasticBag, EMT_Sand, EMT_Lava, EMT_Custom0, EMT_Custom1, EMT_Custom2, EMT_Custom3, EMT_Custom4, } MaterialType; `endif defaultproperties { }