/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ActorFactoryDynamicSM extends ActorFactory config(Editor) native abstract; cpptext { virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData ); /** * 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 void AutoFillFields(class USelection* Selection); virtual FString GetMenuName(); virtual void PostLoad(); } var() StaticMesh StaticMesh; var() vector DrawScale3D; /** * For encroachers, don't do the overlap check when they move. You will not get touch events for this actor moving, but it is much faster. * So if you want touch events from volumes or triggers you need to set this to be FALSE. * This is an optimisation for large numbers of PHYS_RigidBody actors for example. * @see Actor.uc bNoEncroachCheck */ var() bool bNoEncroachCheck; var() bool bNotifyRigidBodyCollision; var() ECollisionType CollisionType; var() bool bBlockRigidBody; /** Try and use physics hardware for this spawned object. */ var() bool bUseCompartment; /** If false, primitive does not cast dynamic shadows. */ var() bool bCastDynamicShadow; defaultproperties { DrawScale3D=(X=1,Y=1,Z=1) CollisionType=COLLIDE_NoCollision bCastDynamicShadow=true bBlockRigidBody=FALSE }