/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class InstancedFoliageSettings extends Object native(Foliage) hidecategories(Object) editinlinenew; var(Painting) float Density; var(Painting) float Radius; var(Painting) float ScaleMinX; var(Painting) float ScaleMinY; var(Painting) float ScaleMinZ; var(Painting) float ScaleMaxX; var(Painting) float ScaleMaxY; var(Painting) float ScaleMaxZ; var(Painting) bool LockScaleX; var(Painting) bool LockScaleY; var(Painting) bool LockScaleZ; var(Painting) float AlignMaxAngle; var(Painting) float RandomPitchAngle; var(Painting) float GroundSlope; var(Painting) float HeightMin; var(Painting) float HeightMax; var(Painting) Name LandscapeLayer; var(Painting) bool AlignToNormal; var(Painting) bool RandomYaw; var(Painting) bool UniformScale; var(Painting) float ZOffsetMin; var(Painting) float ZOffsetMax; var(Clustering) int MaxInstancesPerCluster; var(Clustering) float MaxClusterRadius; var float ReapplyDensityAmount; var bool ReapplyDensity; var bool ReapplyRadius; var bool ReapplyAlignToNormal; var bool ReapplyRandomYaw; var bool ReapplyScaleX; var bool ReapplyScaleY; var bool ReapplyScaleZ; var bool ReapplyRandomPitchAngle; var bool ReapplyGroundSlope; var bool ReapplyHeight; var bool ReapplyLandscapeLayer; var bool ReapplyZOffset; enum FoliageCullOption { FOLIAGECULL_Cull, FOLIAGECULL_ScaleZ, FOLIAGECULL_ScaleXYZ, FOLIAGECULL_TranslateZ }; var(Culling) int StartCullDistance; var(Culling) int EndCullDistance; var(Culling) FoliageCullOption CullOption; var(Culling) EDetailMode DetailMode; var(Lighting) bool CastShadow; var(Lighting) bool bCastDynamicShadow; var(Lighting) bool bCastStaticShadow; var(Lighting) bool bSelfShadowOnly; var(Lighting) bool bNoModSelfShadow; var(Lighting) bool bAcceptsDynamicDominantLightShadows; var(Lighting) bool bCastHiddenShadow; var(Lighting) bool bCastShadowAsTwoSided; var(Lighting) const bool bAcceptsLights; var(Lighting) const bool bAcceptsDynamicLights; var(Lighting) const bool bUseOnePassLightingOnTranslucency; var(Lighting) const bool bUsePrecomputedShadows; var(Collision) bool bCollideActors; var(Collision) bool bBlockActors; var(Collision) bool bBlockNonZeroExtent; var(Collision) bool bBlockZeroExtent; var int DisplayOrder; var bool IsSelected; var bool ShowNothing; var bool ShowPaintSettings; var bool ShowInstanceSettings; defaultproperties { Density=100.0 Radius=0.0 AlignToNormal=true RandomYaw=true UniformScale=true ScaleMinX=1.0 ScaleMinY=1.0 ScaleMinZ=1.0 ScaleMaxX=1.0 ScaleMaxY=1.0 ScaleMaxZ=1.0 AlignMaxAngle=0.0 RandomPitchAngle=0.0 GroundSlope=45.0 HeightMin=-262144.0 HeightMax=262144.0 ZOffsetMin=0.0 ZOffsetMax=0.0 LandscapeLayer=None MaxInstancesPerCluster=100 MaxClusterRadius=10000.0 DisplayOrder=0 IsSelected=false ShowNothing=false ShowPaintSettings=true ShowInstanceSettings=false ReapplyDensityAmount=1.0 CastShadow=TRUE bCastDynamicShadow=TRUE bCastStaticShadow=TRUE bAcceptsDynamicDominantLightShadows=TRUE bAcceptsLights=TRUE bAcceptsDynamicLights=TRUE bUsePrecomputedShadows=TRUE }