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

56 lines
1.8 KiB
Ucode

/**
* 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
}