48 lines
1.7 KiB
Ucode
48 lines
1.7 KiB
Ucode
/**
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* This is a special type of actor used as the container for a large number of StaticMeshComponents on the console. This
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* actor is created only during the console cooking process so cannot be placed by designers in the editor. It replaces
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* multiple normal StaticMeshActors in content which has been cooked for the a console platform, becoming the owner for
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* those StaticMeshActors' StaticMeshComponent.
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class StaticMeshCollectionActor extends StaticMeshActorBase
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native
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config(Engine);
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/**
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* Since the components array is only serialized during make, we need to store the components we contain in a separate array.
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*/
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var const array<StaticMeshComponent> StaticMeshComponents;
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/**
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* The maximum number of StaticMeshComponents that can be attached to this actor. Once this number has been reached, a
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* new StaticMeshCollectionActor will be created.
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*/
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var config int MaxStaticMeshComponents;
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cpptext
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{
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/* === UObject interface === */
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/**
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* Serializes the LocalToWorld transforms for the StaticMeshComponents contained in this actor.
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*/
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virtual void Serialize( FArchive& Ar );
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/**
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* Used by Octree ActorRadius check to determine whether to return a component even if the actor owning the component has already been returned.
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* Make sure all static mesh components which can become dynamic are returned
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*/
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virtual UBOOL ForceReturnComponent(UPrimitiveComponent* TestPrimitive);
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#if __TW_PHYSICS_
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virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive, AActor *SourceActor, DWORD TraceFlags);
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#endif
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}
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DefaultProperties
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{
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}
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