55 lines
2.0 KiB
Ucode
55 lines
2.0 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ActorFactoryDynamicSM extends ActorFactory
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config(Editor)
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native
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abstract;
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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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/**
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* If the ActorFactory thinks it could create an Actor with the current settings.
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* Can Used to determine if we should add to context menu or if the factory can be used for drag and drop.
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*
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* @param OutErrorMsg Receives localized error string name if returning FALSE.
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* @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
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* @return True if the actor can be created with this factory
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*/
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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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virtual void PostLoad();
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}
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var() StaticMesh StaticMesh;
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var() vector DrawScale3D;
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/**
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* For encroachers, don't do the overlap check when they move. You will not get touch events for this actor moving, but it is much faster.
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* So if you want touch events from volumes or triggers you need to set this to be FALSE.
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* This is an optimisation for large numbers of PHYS_RigidBody actors for example.
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* @see Actor.uc bNoEncroachCheck
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*/
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var() bool bNoEncroachCheck;
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var() bool bNotifyRigidBodyCollision;
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var() ECollisionType CollisionType;
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var() bool bBlockRigidBody;
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/** Try and use physics hardware for this spawned object. */
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var() bool bUseCompartment;
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/** If false, primitive does not cast dynamic shadows. */
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var() bool bCastDynamicShadow;
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defaultproperties
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{
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DrawScale3D=(X=1,Y=1,Z=1)
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CollisionType=COLLIDE_NoCollision
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bCastDynamicShadow=true
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bBlockRigidBody=FALSE
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}
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