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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class RB_BodySetup extends KMeshProps hidecategories(Object) native(Physics); /** Presets of values used in considering when put this body to sleep. */ enum ESleepFamily { /** Engine defaults. */ SF_Normal, /** A family of values with a lower sleep threshold; good for slower pendulum-like physics. */ SF_Sensitive, }; /** The set of values used in considering when put this body to sleep. */ var() ESleepFamily SleepFamily; /** Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh. */ var() editconst name BoneName; /** No dynamics on this body - fixed relative to the world. */ var() bool bFixed; /** This body will not collide with anything. */ var() bool bNoCollision; /** When doing line checks against this PhysicsAsset, this body should return hits with zero-extent (ie line) checks. */ var() bool bBlockZeroExtent; /** When doing line checks against this PhysicsAsset, this body should return hits with non-zero-extent (ie swept-box) checks. */ var() bool bBlockNonZeroExtent; /** * Turn on continuous collision detection for this body. * This should avoid it passing through other objects when moving quickly. */ var() bool bEnableContinuousCollisionDetection; /** * If true (and bEnableFullAnimWeightBones in SkelMeshComp is true), the physics of this bone will always be blended into the skeletal mesh, regardless of what PhysicsWeight of the SkelMeshComp is. * This is useful for bones that should always be physics, even when blending physics in and out for hit reactions (eg cloth or pony-tails). */ var() bool bAlwaysFullAnimWeight; /** Physical material to use for this body. Encodes information about density, friction etc. */ var() PhysicalMaterial PhysMaterial; /** * The mass of a body is calculated automatically based on the volume of the collision geometry and the density specified by the PhysicalMaterial. * This parameters allows you to scale the auto-generated value for this specific body. */ var() float MassScale; /** Cache of physics-engine specific collision shapes at different scales. Physics engines do not normally support per-instance collision shape scaling. */ var const native array<pointer> CollisionGeom; /** Scale factors for each CollisionGeom entry. CollisionGeom.Length == CollisionGeomScale3D.Length. */ var const native array<vector> CollisionGeomScale3D; // PRECOOKED COLLISION /** Scales to pre-cache physics data for this collision at. */ var() const array<vector> PreCachedPhysScale; /** Script mirror of cached pre-cooked physics data for one convex hull */ struct KCachedConvexDataElement { var native array<byte> ConvexElementData; }; /** Script mittot of cached pre-cooked physics data for this simplified collision */ struct KCachedConvexData { var native array<KCachedConvexDataElement> CachedConvexElements; }; /** Array of cached convex physics data. */ var const native array<KCachedConvexData> PreCachedPhysData; /** Version of cached physics data. */ var const int PreCachedPhysDataVersion; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { bBlockZeroExtent=True bBlockNonZeroExtent=True MassScale=1.000000 Name="Default__RB_BodySetup" ObjectArchetype=KMeshProps'Engine.Default__KMeshProps' } |
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