/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ActorFactoryPhysicsAsset extends ActorFactory config(Editor) collapsecategories hidecategories(Object) native; var() PhysicsAsset PhysicsAsset; var() SkeletalMesh SkeletalMesh; var() bool bStartAwake; var() bool bDamageAppliesImpulse; var() bool bNotifyRigidBodyCollision; var() vector InitialVelocity; var() vector DrawScale3D; /** Try and use physics hardware for this spawned object. */ var() bool bUseCompartment; /** If false, primitive does not cast dynamic shadows. */ var() bool bCastDynamicShadow; cpptext { virtual void PreSave(); 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(); } defaultproperties { MenuName="Add PhysicsAsset" NewActorClass=class'Engine.KAsset' GameplayActorClass=class'Engine.KAssetSpawnable' DrawScale3D=(X=1,Y=1,Z=1) bStartAwake=true bDamageAppliesImpulse=true bCastDynamicShadow=true }