/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ForceFieldShape extends Object native(ForceField) editinlinenew abstract; event FillBySphere(float Radius); event FillByBox(vector Dimension); event FillByCapsule(float Height, float Radius); event FillByCylinder(float BottomRadius, float TopRadius, float Height, float HeightOffset); event PrimitiveComponent GetDrawComponent(); cpptext { #if WITH_NOVODEX virtual class NxForceFieldShapeDesc * CreateNxDesc(){ return NULL; } #endif } defaultproperties { }