Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.PrimitiveComponent


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class PrimitiveComponent extends ActorComponent
	dependson(Scene)
	native
	noexport
	abstract;

/** Mirrored from Scene.h */
struct MaterialViewRelevance
{
	var bool bOpaque;
	var bool bTranslucent;
	var bool bDistortion;
	var bool bLit;
	var bool bUsesSceneColor;
};

/** The primitive's scene info. */
var private native transient const pointer SceneInfo{FPrimitiveSceneInfo};

/** A fence to track when the primitive is detached from the scene in the rendering thread. */
var private native const int DetachFence;

// Scene data.

var native transient const float LocalToWorldDeterminant;
var native transient const matrix LocalToWorld;
/**
 *	The index for the primitive component in the MotionBlurInfo array of the scene.
 *	Render-thread usage only.
 *	This assumes that there is only one scene that requires motion blur, as there is only
 *	a single index... If the application requires a primitive component to exist in multiple
 *	scenes and have motion blur in each of them, this can be changed into a mapping of the
 *	scene pointer to the index. (Associated functions would have to be updated as well...)
 */
var native transient const int MotionBlurInfoIndex;

var native private noimport const array<pointer> DecalList{class FDecalInteraction};

var const native transient int Tag;

// Shadow grouping.  An optimization which tells the renderer to use a single shadow for a group of primitive components.

var const PrimitiveComponent ShadowParent;

/** Keeps track of which fog component this primitive is using. */
var const transient FogVolumeDensityComponent FogVolumeComponent;
// Primitive generated bounds.

var const native transient BoxSphereBounds Bounds;

// Rendering flags.

/** The lighting environment to take the primitive's lighting from. */
var const LightEnvironmentComponent LightEnvironment;

/** Cull distance exposed to LDs. The real cull distance is the min (disregarding 0) of this and volumes affecting this object. */
var(Rendering) const private noexport float CullDistance;

/**
 * The distance to cull this primitive at.  A CullDistance of 0 indicates that the primitive should not be culled by distance.
 * The distance calculation uses the center of the primitive's bounding sphere.
 */
var(Rendering) editconst float CachedCullDistance;

/** The scene depth priority group to draw the primitive in. */
var(Rendering) const ESceneDepthPriorityGroup DepthPriorityGroup;

/** The scene depth priority group to draw the primitive in, if it's being viewed by its owner. */
var const ESceneDepthPriorityGroup ViewOwnerDepthPriorityGroup;

/** If detail mode is >= system detail mode, primitive won't be rendered. */
var(Rendering) const EDetailMode DetailMode;

/** Scalar controlling the amount of motion blur to be applied when object moves */
var(Rendering) float		MotionBlurScale;

/** True if the primitive should be rendered using ViewOwnerDepthPriorityGroup if viewed by its owner. */
var const bool bUseViewOwnerDepthPriorityGroup;

/** Whether to accept cull distance volumes to modify cached cull distance. */
var(Rendering) const bool	bAllowCullDistanceVolume;

var(Rendering) const bool	HiddenGame;
var(Rendering) const bool	HiddenEditor;

/** If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly. */
var(Rendering) const bool bOwnerNoSee;

/** If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly. */
var(Rendering) const bool bOnlyOwnerSee;

/** If true, bHidden on the Owner of this component will be ignored. */
var(Rendering) const bool bIgnoreOwnerHidden;

/** If this is True, this primitive will be used to occlusion cull other primitives. */
var(Rendering) bool bUseAsOccluder;

/** If this is True, this component doesn't need exact occlusion info. */
var(Rendering) bool bAllowApproximateOcclusion;

/** If TRUE, forces mips for textures used by this component to be resident when this component's level is loaded. */
var(Rendering) const bool bForceMipStreaming;

/** If TRUE, this primitive accepts decals.*/
var(Rendering) const bool bAcceptsDecals;

/** If TRUE, this primitive accepts decals spawned during gameplay.  Effectively FALSE if bAcceptsDecals is FALSE. */
var(Rendering) const bool bAcceptsDecalsDuringGameplay;

var native transient const bool bIsRefreshingDecals;

/** If TRUE, this primitive accepts foliage. */
var(Rendering) const bool bAcceptsFoliage;

/** 
 * Translucent objects with a lower sort priority draw before objects with a higher priority.
 * Translucent objects with the same priority are rendered from back-to-front based on their bounds origin.
 *
 * Ignored if the object is not translucent.
 * The default priority is zero. 
 **/
var(Rendering) int TranslucencySortPriority;

// Lighting flags

/**
 * Whether to cast any shadows or not
 *
 * controls whether the primitive component should cast a shadow or not. Currently dynamic primitives will not receive shadows from static objects unless both this flag and bCastDynamicSahdow are enabled.
 **/
var(Lighting)	bool		CastShadow;

/**
 * If true, forces all static lights to use light-maps for direct lighting on this primitive, regardless of the light's UseDirectLightMap property.
 *
 * forces the use of lightmaps for all static lights affecting this primitive even though the light might not be set to use light maps. This means that the primitive will not receive any shadows from dynamic objects obstructing static lights. It will correctly shadow in the case of dynamic lights
 */
var(Lighting)	const bool	bForceDirectLightMap;

/** If false, primitive does not cast dynamic shadows.
 *
 * controls whether the primitive should cast shadows in the case of non precomputed shadowing like e.g. the primitive being in between a light and a dynamic object. This flag is only used if CastShadow is TRUE. Currently dynamic primitives will not receive shadows from static objects unless both this flag and CastShadow are enabled.
 *
 **/
var(Lighting)	bool		bCastDynamicShadow;

/** 
 *	If TRUE, the primitive will cast shadows even if bHidden is TRUE.
 *
 *	Controls whether the primitive should cast shadows when hidden. 
 *	This flag is only used if CastShadow is TRUE. 
 *
 */
var(Lighting)	bool		bCastHiddenShadow;

/**
 * Does this primitive accept lights?
 *
 * controls whether the primitive accepts any lights. Should be set to FALSE for e.g. unlit objects as its a nice optimization - especially for larger objects.
 **/
var(Lighting)	const bool	bAcceptsLights;

/**
 * Whether this primitives accepts dynamic lights
 *
 * controls whether the object should be affected by dynamic lights.
 **/
var(Lighting)	const bool	bAcceptsDynamicLights;

/**
 * Lighting channels controlling light/ primitive interaction. Only allows interaction if at least one channel is shared
 *
 **/
var(Lighting)	const LightingChannelContainer	LightingChannels;

/** Whether the primitive supports/ allows static shadowing */
var(Lighting)	const bool	bUsePrecomputedShadows;

// Collision flags.

var	const bool	CollideActors;
var	const bool	BlockActors;
var	const bool	BlockZeroExtent;
var	const bool	BlockNonZeroExtent;
var(Collision)	const bool	BlockRigidBody;

/** DEPRECATED! Use RBChannel/RBCollideWithChannels instead now */
var	const bool	RigidBodyIgnorePawns;

/** Enum indicating different type of objects for rigid-body collision purposes. */
enum ERBCollisionChannel
{
	RBCC_Default,
	RBCC_Nothing, // Special channel that nothing should request collision with.
	RBCC_Pawn,
	RBCC_Vehicle,
	RBCC_Water,
	RBCC_GameplayPhysics,
	RBCC_EffectPhysics,
	RBCC_Untitled1,
	RBCC_Untitled2,
	RBCC_Untitled3,
	RBCC_Untitled4,
	RBCC_Cloth,
	RBCC_FluidDrain,
};

/** Enum indicating what type of object this should be considered for rigid body collision. */
var(Collision)	const ERBCollisionChannel	RBChannel;

/** 
 *	Container for indicating a set of collision channel that this object will collide with. 
 *	Mirrored manually in UnPhysPublic.h
 */
struct RBCollisionChannelContainer
{
	var()	const bool	Default;
	var		const bool	Nothing; // This is reserved to allow an object to opt-out of all collisions, and should not be set.
	var()	const bool	Pawn;
	var()	const bool	Vehicle;
	var()	const bool	Water;
	var()	const bool	GameplayPhysics;
	var()	const bool	EffectPhysics;
	var()	const bool	Untitled1;
	var()	const bool	Untitled2;
	var()	const bool	Untitled3;
	var()	const bool	Untitled4;
	var()	const bool	Cloth;
	var()	const bool	FluidDrain;
};

/** Types of objects that this physics objects will collide with. */
var(Collision) const RBCollisionChannelContainer	RBCollideWithChannels;

/** Never create any physics engine representation for this body. */
var(Physics) const bool bDisableAllRigidBody;

/**
 *	Flag that indicates if OnRigidBodyCollision function should be called for physics collisions involving this PrimitiveComponent.
 */
var(Physics) const bool	bNotifyRigidBodyCollision;

// Novodex fluids

/** Whether this object should act as a 'drain' for fluid, and destroy fluid particles when they contact it. */
var(Physics) const bool	bFluidDrain;

/** Indicates that fluid interaction with this object should be 'two-way' - that is, force should be applied to both fluid and object. */
var(Physics) const bool	bFluidTwoWay;

// Physics

/** Will ignore radial impulses applied to this component. */
var(Physics)	bool		bIgnoreRadialImpulse;

/** Will ignore radial forces applied to this component. */
var(Physics)	bool		bIgnoreRadialForce;

/** Will ignore force field applied to this component. */
var(Physics)	bool		bIgnoreForceField;

/** Place into a NxCompartment that will run in parallel with the primary scene's physics with potentially different simulation parameters.
 *  If double buffering is enabled in the WorldInfo then physics will run in parallel with the entire game for this component. */
var(Physics)	const bool		bUseCompartment;

// General flags.

/** If this is True, this component must always be loaded on clients, even if HiddenGame && !CollideActors. */
var private const bool AlwaysLoadOnClient;

/** If this is True, this component must always be loaded on servers, even if !CollideActors. */
var private const bool AlwaysLoadOnServer;

/**
* @fixme JF, Hack for gears ship to allow certain components to render even if the parent actor
* is part of the camera's HiddenActors array.  Potentially worth cleaning up and integrating
* back to mainline, but I'm not really caring about that right now. :)
*/
var() bool bIgnoreHiddenActorsMembership;

// Internal scene data.

var const native transient bool bWasSNFiltered;
var const native transient array<int> OctreeNodes;

// Internal physics engine data.

/** Allows you to override the PhysicalMaterial to use for this PrimitiveComponent. */
var(Physics)	const PhysicalMaterial			PhysMaterialOverride;

var				const native RB_BodyInstance	BodyInstance;

/** 
 *	Used for creating one-way physics interactions (via constraints or contacts) 
 *	Groups with lower RBDominanceGroup push around higher values in a 'one way' fashion. Must be <32.
 */
var(Physics)	byte		RBDominanceGroup;

// Properties moved from TransformComponent
var native transient const matrix CachedParentToWorld; //@todo please remove me if possible

var() const vector			Translation;
var() const rotator			Rotation;
var() const float			Scale;
var() const vector			Scale3D;

var() const bool			AbsoluteTranslation;
var() const bool			AbsoluteRotation;
var() const bool			AbsoluteScale;

/** Last time the component was submitted for rendering (called FScene::AddPrimitive). */
var const transient float	LastSubmitTime;

/**
 * The value of WorldInfo->TimeSeconds for the frame when this actor was last rendered.  This is written
 * from the render thread, which is up to a frame behind the game thread, so you should allow this time to
 * be at least a frame behind the game thread's world time before you consider the actor non-visible.
 * There's an equivalent variable in PrimitiveComponent.
 */
var transient float	LastRenderTime;

//=============================================================================
// Physics.

/** if > 0, the script RigidBodyCollision() event will be called on our Owner when a physics collision involving
 * this PrimitiveComponent occurs and the relative velocity is greater than or equal to this
 */
var float ScriptRigidBodyCollisionThreshold;

/** Enum for controlling the falloff of strength of a radial impulse as a function of distance from Origin. */
enum ERadialImpulseFalloff
{
	/** Impulse is a constant strength, up to the limit of its range. */
	RIF_Constant,

	/** Impulse should get linearly weaker the further from origin. */
	RIF_Linear
};

/**
 *	Add an impulse to the physics of this PrimitiveComponent.
 *
 *	@param	Impulse		Magnitude and direction of impulse to apply.
 *	@param	Position	Point in world space to apply impulse at. If Position is (0,0,0), impulse is applied at center of mass ie. no rotation.
 *	@param	BoneName	If a SkeletalMeshComponent, name of bone to apply impulse to.
 *	@param	bVelChange	If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect).
 */
native final function AddImpulse(vector Impulse, optional vector Position, optional name BoneName, optional bool bVelChange);

/**
 * Add an impulse to this component, radiating out from the specified position.
 * In the case of a skeletal mesh, may affect each bone of the mesh.
 *
 * @param Origin		Point of origin for the radial impulse blast
 * @param Radius		Size of radial impulse. Beyond this distance from Origin, there will be no affect.
 * @param Strength		Maximum strength of impulse applied to body.
 * @param Falloff		Allows you to control the strength of the impulse as a function of distance from Origin.
 * @param bVelChange	If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect).
 */
native final function AddRadialImpulse(vector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, optional bool bVelChange);

/**
 *	Add a force to this component.
 *	@param Force		Force vector to apply. Magnitude indicates strength of force.
 *	@param Position		Position on object to apply force. If (0,0,0), force is applied at center of mass.
 *	@param BoneName		Used in the skeletal case to apply a force to a single body.
 */
native final function AddForce(vector Force, optional vector Position, optional name BoneName);

/**
 *	Add a force originating from the supplied world-space location.
 *
 *	@param Origin		Origin of force in world space.
 *	@param Radius		Radius within which to apply the force.
 *	@param Strength		Strength of force to apply.
 *  @param Falloff		Allows you to control the strength of the force as a function of distance from Origin.
 */
native final function AddRadialForce(vector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff);

/**
 * Set the linear velocity of the rigid body physics of this PrimitiveComponent. If no rigid-body physics is active, will do nothing.
 * In the case of a SkeletalMeshComponent will affect all bones.
 * This should be used cautiously - it may be better to use AddForce or AddImpulse.
 *
 * @param	NewVel			New linear velocity to apply to physics.
 * @param	bAddToCurrent	If true, NewVel is added to the existing velocity of the body.
 */
native final function SetRBLinearVelocity(vector NewVel, optional bool bAddToCurrent);

/**
 * Set the angular velocity of the rigid body physics of this PrimitiveComponent. If no rigid-body physics is active, will do nothing.
 * In the case of a SkeletalMeshComponent will affect all bones - and will apply the linear velocity necessary to get all bones to rotate around the root.
 * This should be used cautiously - it may be better to use AddForce or AddImpulse.
 *
 * @param	NewAngVel		New angular velocity to apply to physics.
 * @param	bAddToCurrent	If true, NewAngVel is added to the existing velocity of the body.
 */
native final function SetRBAngularVelocity(vector NewAngVel, optional bool bAddToCurrent);

/**
 * Called if you want to move the physics of a component which has dynamics running (ie actor is in PHYS_RigidBody).
 * Be careful calling this when this is jointed to something else, or when it does not fit in the destination (no checking is done).
 * @param NewPos new position of the body
 * @param BoneName (SkeletalMeshComponent only) if specified, the bone to change position of
 * 			if not specified for a SkeletalMeshComponent, all bodies are moved by the delta
 * 			between the desired location and that of the root body.
 */
native final function SetRBPosition(vector NewPos, optional name BoneName);

/**
 * Called if you want to rotate the physics of a component which has dynamics running (ie actor is in PHYS_RigidBody).
 * @param NewRot new rotation of the body
 * @param BoneName (SkeletalMeshComponent only) if specified, the bone to change rotation of
 * 			if not specified for a SkeletalMeshComponent, all bodies are moved by the delta
 * 			between the desired rotation and that of the root body.
 */
native final function SetRBRotation(rotator NewRot, optional name BoneName);

/**
 *	Ensure simulation is running for this component.
 *	If a SkeletalMeshComponent and no BoneName is specified, will wake all bones in the PhysicsAsset.
 */
native final function WakeRigidBody(optional name BoneName);

/**
 * Put a simulation back to see.
 */
native final function PutRigidBodyToSleep(optional name BoneName);

/**
 *	Returns if the body is currently awake and simulating.
 *	If a SkeletalMeshComponent, and no BoneName is specified, will pick a random bone -
 *	so does not make much sense if not all bones are jointed together.
 */
native final function bool RigidBodyIsAwake(optional name BoneName);

/**
 *	Change the value of BlockRigidBody.
 *
 *	@param NewBlockRigidBody - The value to assign to BlockRigidBody.
 */
native final function SetBlockRigidBody(bool bNewBlockRigidBody);

/** 
 *	Changes a member of the RBCollideWithChannels container for this PrimitiveComponent.
 *
 * @param bNewCollides whether or not to collide with passed in channel
 */
final native function SetRBCollidesWithChannel(ERBCollisionChannel Channel, bool bNewCollides);

/**
 *	Changes the rigid-body channel that this object is defined in.
 */
final native function SetRBChannel(ERBCollisionChannel Channel);

/** Changes the value of bNotifyRigidBodyCollision
 * @param bNewNotifyRigidBodyCollision - The value to assign to bNotifyRigidBodyCollision
 */
native final function SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);

/** 
 *	Changes the current PhysMaterialOverride for this component. 
 *	Note that if physics is already running on this component, this will _not_ alter its mass/inertia etc, it will only change its 
 *	surface properties like friction and the damping.
 */
native final function SetPhysMaterialOverride(PhysicalMaterial NewPhysMaterial);

/** returns the physics RB_BodyInstance for the root body of this component (if any) */
native final function RB_BodyInstance GetRootBodyInstance();

/** 
 *	Used for creating one-way physics interactions.
 *	@see RBDominanceGroup
 */
native final function SetRBDominanceGroup(BYTE InDomGroup);

/**
 * Changes the value of HiddenGame.
 *
 * @param NewHidden	- The value to assign to HiddenGame.
 */
native final function SetHidden(bool NewHidden);

/**
 * Changes the value of bOwnerNoSee.
 */
native final function SetOwnerNoSee(bool bNewOwnerNoSee);

/**
 * Changes the value of bOnlyOwnerSee.
 */
native final function SetOnlyOwnerSee(bool bNewOnlyOwnerSee);

/**
* Changes the value of bIgnoreOwnerHidden.
*/
native final function SetIgnoreOwnerHidden(bool bNewIgnoreOwnerHidden);

/**
 * Changes the value of ShadowParent.
 * @param NewShadowParent - The value to assign to ShadowParent.
 */
native final function SetShadowParent(PrimitiveComponent NewShadowParent);

/**
 * Changes the value of LightEnvironment.
 * @param NewLightEnvironment - The value to assign to LightEnvironment.
 */
native final function SetLightEnvironment(LightEnvironmentComponent NewLightEnvironment);

/**
 * Changes the value of CullDistance.
 * @param NewCullDistance - The value to assign to CullDistance.
 */
native final function SetCullDistance(float NewCullDistance);

/**
 * Changes the value of LightingChannels.
 * @param NewLightingChannels - The value to assign to LightingChannels.
 */
native final function SetLightingChannels(LightingChannelContainer NewLightingChannels);

/**
 * Changes the value of DepthPriorityGroup.
 * @param NewDepthPriorityGroup - The value to assign to DepthPriorityGroup.
 */
native final function SetDepthPriorityGroup(ESceneDepthPriorityGroup NewDepthPriorityGroup);

/**
 * Changes the value of bUseViewOwnerDepthPriorityGroup and ViewOwnerDepthPriorityGroup.
 * @param bNewUseViewOwnerDepthPriorityGroup - The value to assign to bUseViewOwnerDepthPriorityGroup.
 * @param NewViewOwnerDepthPriorityGroup - The value to assign to ViewOwnerDepthPriorityGroup.
 */
native final function SetViewOwnerDepthPriorityGroup(
	bool bNewUseViewOwnerDepthPriorityGroup,
	ESceneDepthPriorityGroup NewViewOwnerDepthPriorityGroup
	);

native final function SetTraceBlocking(bool NewBlockZeroExtent, bool NewBlockNonZeroExtent);

native final function SetActorCollision(bool NewCollideActors, bool NewBlockActors);

// Copied from TransformComponent
native function SetTranslation(vector NewTranslation);
native function SetRotation(rotator NewRotation);
native function SetScale(float NewScale);
native function SetScale3D(vector NewScale3D);
native function SetAbsolute(optional bool NewAbsoluteTranslation,optional bool NewAbsoluteRotation,optional bool NewAbsoluteScale);

final function vector GetPosition()
{
	local vector Position;

	Position.X = LocalToWorld.WPlane.X;
	Position.Y = LocalToWorld.WPlane.Y;
	Position.Z = LocalToWorld.WPlane.Z;
	return Position;
}

defaultproperties
{
   DepthPriorityGroup=SDPG_World
   MotionBlurScale=1.000000
   bAllowCullDistanceVolume=True
   bAcceptsDecalsDuringGameplay=True
   bAcceptsFoliage=True
   bCastDynamicShadow=True
   bAcceptsDynamicLights=True
   AlwaysLoadOnClient=True
   AlwaysLoadOnServer=True
   RBDominanceGroup=15
   Scale=1.000000
   Scale3D=(X=1.000000,Y=1.000000,Z=1.000000)
   Name="Default__PrimitiveComponent"
   ObjectArchetype=ActorComponent'Engine.Default__ActorComponent'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:17:52.000 - Creation time: sk 18-3-2018 10:01:12.074 - Created with UnCodeX