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Engine.PhysicalMaterialPropertyBase


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/**
 * This is the PhysicalMaterialPropertyBase which the PhysicalMaterial has.
 * Individual games should derive their own MyGamPhysicalMaterialProperty.
 *
 * Then inside that object you can either have a bunch of properties or have it 
 * point to your game specific objects.
 *
 * (e.g.  You have have impact sounds and impact effects for all of the weapons
 * in your game.  So you have an .uc object which contains the data needed per
 * material type and then you have your MyGamePhysicalMaterialProperty point to 
 * that. )
 *
 * class MyGamePhysicalMaterialProperty extends PhysicalMaterialPropertyBase
 *    editinlinenew;
 *
 * var() editinline MyGameSpecificImpactEffects ImpactEffects;
 * var() editinline MyGameSpecificImpactSounds ImpactSounds;
 *
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

class PhysicalMaterialPropertyBase extends Object
	native(Physics)
	collapsecategories
	hidecategories(Object)
	editinlinenew
	abstract;

defaultproperties
{
   Name="Default__PhysicalMaterialPropertyBase"
   ObjectArchetype=Object'Core.Default__Object'
}

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Class file time: tr 31-1-2018 17:18:06.000 - Creation time: sk 18-3-2018 10:01:11.688 - Created with UnCodeX