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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTPhysicalMaterialProperty extends PhysicalMaterialPropertyBase native; /** Type of material this is (dirt, gravel, brick, etc) used for looking up material specific effects */ var() name MaterialType; /** struct for list to map material types supported by an actor to impact sounds and effects */ struct native MaterialImpactEffect { var name MaterialType; var SoundCue Sound; var array<MaterialInterface> DecalMaterials; /** How long the decal should last before fading out **/ var float DurationOfDecal; /** MaterialInstance param name for dissolving the decal **/ var name DecalDissolveParamName; var float DecalWidth; var float DecalHeight; var ParticleSystem ParticleTemplate; StructDefaultProperties { DurationOfDecal=4.0f DecalDissolveParamName="DissolveAmount" } }; /** Struct for list to map materials to sounds, for sound only applications (e.g. tires) */ struct native MaterialSoundEffect { var name MaterialType; var SoundCue Sound; }; /** Struct for list to map materials to a particle effect */ struct native MaterialParticleEffect { var name MaterialType; var ParticleSystem ParticleTemplate; }; defaultproperties { Name="Default__UTPhysicalMaterialProperty" ObjectArchetype=PhysicalMaterialPropertyBase'Engine.Default__PhysicalMaterialPropertyBase' } |
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