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