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KF2-Dev-Scripts/UnrealEd/Classes/PhATSimOptions.uc
2020-12-13 18:01:13 +03:00

61 lines
1.9 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class PhATSimOptions extends Object
hidecategories(Object)
config(EditorUserSettings)
native;
/** AnimSet used for playing animations . */
var(Anim) transient AnimSet PreviewAnimSet;
/** Lets you manually control the physics/animation */
var(Anim) transient float PhysicsBlend;
/** Whether we should just show animation until poked, then snap to physics, wait PokePauseTime, then blend back to animation over PokeBlendTime. */
var(Anim) transient bool bBlendOnPoke;
/** Time between poking ragdoll and starting to blend back. */
var(Anim) config float PokePauseTime;
/** Time taken to blend from physics to animation. */
var(Anim) config float PokeBlendTime;
/** Overall spring scaling applied to all motors. */
var(Anim) transient float AngularSpringScale;
/** Overall damping scaling applied to all motors. */
var(Anim) transient float AngularDampingScale;
var(Simulation) config float SimSpeed;
var(Simulation) config bool bDrawContacts;
var(Simulation) config float FloorGap;
var(Simulation) config float GravScale;
var(MouseSpring) config float HandleLinearDamping;
var(MouseSpring) config float HandleLinearStiffness;
var(MouseSpring) config float HandleAngularDamping;
var(MouseSpring) config float HandleAngularStiffness;
var(Poking) config float PokeStrength;
var(Lighting) config float SkyBrightness;
var(Lighting) config float Brightness;
var(Snap) config float AngularSnap;
var(Snap) config float LinearSnap;
var(Advanced) config bool bPromptOnBoneDelete;
var(Advanced) config bool bShowConstraintsAsPoints;
var(Advanced) config bool bShowNamesInHierarchy;
/** Controls how large constraints are drawn in PhAT */
var(Drawing) config float ConstraintDrawSize;
defaultproperties
{
PhysicsBlend=1.0
AngularSpringScale=1.0
AngularDampingScale=1.0
}