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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class ActorFactoryRigidBody extends ActorFactoryDynamicSM config(Editor) collapsecategories hidecategories(Object) native; /** Should spawned Actor start simulating as soon as its created, or be 'asleep' until hit. */ var() bool bStartAwake; /** Sets the bDamageAppliesImpulse flag on the new Actor. */ var() bool bDamageAppliesImpulse; /** Indicates if the initial velocity settings below should be considered in the world space or local space of the spawn target actor. */ var() bool bLocalSpaceInitialVelocity; /** Velocity that new rigid bodies will have when created. In the ref frame of the spawn target actor. */ var() vector InitialVelocity; /** * If valid, Velocity added to InitialVelocity when creating actor. * This is here in addition to InitialVelocity to maintain backwards compatibility. */ var() DistributionVector AdditionalVelocity; /** * If valid, Angular Velocity given to newly spawned Actor. */ var() DistributionVector InitialAngularVelocity; /** Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent. */ var() ERBCollisionChannel RBChannel; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { bStartAwake=True bDamageAppliesImpulse=True RBChannel=RBCC_GameplayPhysics bNoEncroachCheck=True CollisionType=COLLIDE_BlockAll GameplayActorClass=Class'Engine.KActorSpawnable' MenuName="Add RigidBody" NewActorClass=Class'Engine.KActor' Name="Default__ActorFactoryRigidBody" ObjectArchetype=ActorFactoryDynamicSM'Engine.Default__ActorFactoryDynamicSM' } |
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