/*============================================================================= ActorFactoryApexDestructible.uc: Apex integration for Destructible Assets Copyright 2008-2009 NVIDIA corporation.. =============================================================================*/ class ActorFactoryApexDestructible extends ActorFactory config(Editor) native; cpptext { virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData ); virtual UBOOL CanCreateActor(FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE); virtual void AutoFillFields(class USelection* Selection); virtual FString GetMenuName(); } /** Starts the actor in an awake(dynamic) state */ var() bool bStartAwake; /** Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent. */ var() ERBCollisionChannel RBChannel; /** Define the channels with which this actor will collide. */ var() const RBCollisionChannelContainer CollideWithChannels; var() ApexDestructibleAsset DestructibleAsset; defaultproperties { MenuName="Add ApexDestructibleActor" NewActorClass=class'Engine.ApexDestructibleActor' GameplayActorClass=class'Engine.ApexDestructibleActorSpawnable' bStartAwake=FALSE RBChannel=RBCC_EffectPhysics CollideWithChannels={( Default=TRUE, BlockingVolume=TRUE, GameplayPhysics=TRUE, EffectPhysics=TRUE )} }