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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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