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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class PhysicsAsset extends Object hidecategories(Object) native(Physics); /** * Default skeletal mesh to use when previewing this PhysicsAsset etc. * Is the one that was used as the basis for creating this Asset. */ var const editoronly SkeletalMesh DefaultSkelMesh; /** * Array of RB_BodySetup objects. Stores information about collision shape etc. for each body. * Does not include body position - those are taken from mesh. */ var const instanced array<RB_BodySetup> BodySetup; /** * Array of RB_ConstraintSetup objects. * Stores information about a joint between two bodies, such as position relative to each body, joint limits etc. */ var const instanced array<RB_ConstraintSetup> ConstraintSetup; /** Default per-instance paramters for this PhysicsAsset. */ var const instanced PhysicsAssetInstance DefaultInstance; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { Name="Default__PhysicsAsset" ObjectArchetype=Object'Core.Default__Object' } |
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