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

42 lines
1.5 KiB
Ucode

/*=============================================================================
ActorFactoryApexDestructible.uc: Apex integration for Destructible Assets
Copyright 2008-2009 NVIDIA corporation..
=============================================================================*/
class ActorFactoryApexDestructible extends ActorFactory
config(Editor)
native;
cpptext
{
virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
virtual UBOOL CanCreateActor(FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE);
virtual void AutoFillFields(class USelection* Selection);
virtual FString GetMenuName();
}
/** Starts the actor in an awake(dynamic) state */
var() bool bStartAwake;
/** Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent. */
var() ERBCollisionChannel RBChannel;
/** Define the channels with which this actor will collide. */
var() const RBCollisionChannelContainer CollideWithChannels;
var() ApexDestructibleAsset DestructibleAsset;
defaultproperties
{
MenuName="Add ApexDestructibleActor"
NewActorClass=class'Engine.ApexDestructibleActor'
GameplayActorClass=class'Engine.ApexDestructibleActorSpawnable'
bStartAwake=FALSE
RBChannel=RBCC_EffectPhysics
CollideWithChannels={(
Default=TRUE,
BlockingVolume=TRUE,
GameplayPhysics=TRUE,
EffectPhysics=TRUE
)}
}