124 lines
3.2 KiB
Ucode
124 lines
3.2 KiB
Ucode
/**
|
|
* 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
|
|
}
|