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Engine.ActorFactoryPhysicsAsset

Extends
ActorFactory
Modifiers
config ( Editor ) collapsecategories hidecategories ( Object ) native

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.ActorFactory
   |   
   +-- Engine.ActorFactoryPhysicsAsset

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
ActorFactoryPhysicsAsset
boolbCastDynamicShadow
boolbDamageAppliesImpulse
boolbNotifyRigidBodyCollision
boolbStartAwake
boolbUseCompartment
vectorDrawScale3D
vectorInitialVelocity
PhysicsAssetPhysicsAsset
SkeletalMeshSkeletalMesh
Inherited Variables from Engine.ActorFactory
bPlaceable, GameplayActorClass, MenuName, MenuPriority, NewActorClass, SpecificGameName
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

ActorFactoryPhysicsAsset

bCastDynamicShadow Source code

var(ActorFactoryPhysicsAsset) bool bCastDynamicShadow;
If false, primitive does not cast dynamic shadows.

bDamageAppliesImpulse Source code

var(ActorFactoryPhysicsAsset) bool bDamageAppliesImpulse;

bNotifyRigidBodyCollision Source code

var(ActorFactoryPhysicsAsset) bool bNotifyRigidBodyCollision;

bStartAwake Source code

var(ActorFactoryPhysicsAsset) bool bStartAwake;

bUseCompartment Source code

var(ActorFactoryPhysicsAsset) bool bUseCompartment;
Try and use physics hardware for this spawned object.

DrawScale3D Source code

var(ActorFactoryPhysicsAsset) vector DrawScale3D;

InitialVelocity Source code

var(ActorFactoryPhysicsAsset) vector InitialVelocity;

PhysicsAsset Source code

var(ActorFactoryPhysicsAsset) PhysicsAsset PhysicsAsset;

SkeletalMesh Source code

var(ActorFactoryPhysicsAsset) SkeletalMesh SkeletalMesh;


Defaultproperties

defaultproperties
{
   bStartAwake=True
   bDamageAppliesImpulse=True
   bCastDynamicShadow=True
   DrawScale3D=(X=1.000000,Y=1.000000,Z=1.000000)
   GameplayActorClass=Class'Engine.KAssetSpawnable'
   MenuName="Add PhysicsAsset"
   NewActorClass=Class'Engine.KAsset'
   Name="Default__ActorFactoryPhysicsAsset"
   ObjectArchetype=ActorFactory'Engine.Default__ActorFactory'
}

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Creation time: sk 18-3-2018 10:00:34.592 - Created with UnCodeX