/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PhATSimOptions extends Object hidecategories(Object) config(EditorUserSettings) native; /** AnimSet used for playing animations . */ var(Anim) transient AnimSet PreviewAnimSet; /** Lets you manually control the physics/animation */ var(Anim) transient float PhysicsBlend; /** Whether we should just show animation until poked, then snap to physics, wait PokePauseTime, then blend back to animation over PokeBlendTime. */ var(Anim) transient bool bBlendOnPoke; /** Time between poking ragdoll and starting to blend back. */ var(Anim) config float PokePauseTime; /** Time taken to blend from physics to animation. */ var(Anim) config float PokeBlendTime; /** Overall spring scaling applied to all motors. */ var(Anim) transient float AngularSpringScale; /** Overall damping scaling applied to all motors. */ var(Anim) transient float AngularDampingScale; var(Simulation) config float SimSpeed; var(Simulation) config bool bDrawContacts; var(Simulation) config float FloorGap; var(Simulation) config float GravScale; var(MouseSpring) config float HandleLinearDamping; var(MouseSpring) config float HandleLinearStiffness; var(MouseSpring) config float HandleAngularDamping; var(MouseSpring) config float HandleAngularStiffness; var(Poking) config float PokeStrength; var(Lighting) config float SkyBrightness; var(Lighting) config float Brightness; var(Snap) config float AngularSnap; var(Snap) config float LinearSnap; var(Advanced) config bool bPromptOnBoneDelete; var(Advanced) config bool bShowConstraintsAsPoints; var(Advanced) config bool bShowNamesInHierarchy; /** Controls how large constraints are drawn in PhAT */ var(Drawing) config float ConstraintDrawSize; defaultproperties { PhysicsBlend=1.0 AngularSpringScale=1.0 AngularDampingScale=1.0 }