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

Engine.Terrain

Extends
Info
Modifiers
dependson ( LightComponent ) native ( Terrain ) showcategories ( Movement , Collision ) placeable

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.Terrain

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
array<AlphaMap>AlphaMaps
boolbHeightmapLocked
boolbLocked
boolbShowingCollision
array<byte>CachedDisplacements
CachedTerrainMaterialArrayCachedTerrainMaterials[2]
array<TerrainHeight>Heights
array<TerrainInfoData>InfoData
floatMaxCollisionDisplacement
intNumSectionsX
intNumSectionsY
intNumVerticesX
intNumVerticesY
pointerReleaseResourcesFence
intSectionSize
array<SelectedTerrainVertex>SelectedVertices
array<TerrainComponent>TerrainComponents
floatTessellationCheckBorder
intTessellationCheckCount
array<TerrainWeightedMaterial>WeightedMaterials
array<TerrainWeightMapTexture>WeightedTextureMaps
Collision
boolbAllowRigidBodyUnderneath
boolbBlockRigidBody
intCollisionTesselationLevel
Lighting
boolbAcceptsDynamicLights
boolbBilinearFilterLightmapGeneration
boolbCastDynamicShadow
boolbCastShadow
boolbForceDirectLightMap
boolbIsOverridingLightResolution
LightingChannelContainerLightingChannels
intStaticLightingResolution
Terrain
boolbMorphingEnabled
boolbMorphingGradientsEnabled
boolbShowWireframe
array<TerrainDecoLayer>DecoLayers
intEditorTessellationLevel
array<TerrainLayer>Layers
intMaxComponentSize
intMaxTesselationLevel
intMinTessellationLevel
intNormalMapLayer
intNumPatchesX
intNumPatchesY
floatTesselationDistanceScale
floatTessellationCheckDistance
colorWireframeColor
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
AlphaMap
CachedTerrainMaterialArray
CachedMaterials
SelectedTerrainVertex
X, Y, Weight
TerrainDecoLayer
Name, Decorations, AlphaMapIndex
TerrainDecoration
Factory, MinScale, MaxScale, Density, SlopeRotationBlend, RandSeed, Instances
TerrainDecorationInstance
Component, X, Y, Scale, Yaw
TerrainHeight
TerrainInfoData
TerrainLayer
Name, Setup, AlphaMapIndex, Highlighted, WireframeHighlighted, Hidden, HighlightColor, WireframeColor, MinX, MinY, MaxX, MaxY
TerrainMaterialResource
TerrainWeightedMaterial
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function CalcLayerBounds ()
event PostBeginPlay ()))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Variables Detail

AlphaMaps Source code

var native const array<AlphaMap> AlphaMaps;
Array of the alpha maps between layers

bHeightmapLocked Source code

var bool bHeightmapLocked;
The terrain heightmap is locked - no editing can take place on it

bLocked Source code

var bool bLocked;
The terrain is locked - no editing can take place on it

bShowingCollision Source code

var bool bShowingCollision;
Viewing collision tessellation level

CachedDisplacements Source code

var native const array<byte> CachedDisplacements;
INTERNAL - Displacement related values

CachedTerrainMaterials[2] Source code

var native const CachedTerrainMaterialArray CachedTerrainMaterials[2];
array of cached terrain materials for SM2,SM3

Heights Source code

var private const native array<TerrainHeight> Heights;
Array of the terrain heights

InfoData Source code

var private const native array<TerrainInfoData> InfoData;
Array of the terrain information data (visible, etc.)

MaxCollisionDisplacement Source code

var native const float MaxCollisionDisplacement;

NumSectionsX Source code

var const int NumSectionsX;
Internal values used to setup components The number of sections is the number of terrain components along the X and Y of the 'grid'.

NumSectionsY Source code

var const int NumSectionsY;

NumVerticesX Source code

var const int NumVerticesX;
The number of vertices currently stored in a single row of height and alpha data. Updated from NumPatchesX when Allocate is called(usually from PostEditChange).

NumVerticesY Source code

var const int NumVerticesY;
The number of vertices currently stored in a single column of height and alpha data. Updated from NumPatchesY when Allocate is called(usually from PostEditChange).

ReleaseResourcesFence Source code

var native const pointer ReleaseResourcesFence;
Command fence used to shut down properly

SectionSize Source code

var const int SectionSize;

SelectedVertices Source code

var transient array<SelectedTerrainVertex> SelectedVertices;

TerrainComponents Source code

var const NonTransactional array<TerrainComponent> TerrainComponents;
The array of terrain components that are used by the terrain

TessellationCheckBorder Source code

var deprecated float TessellationCheckBorder;
The number of components to border around the current view position when checking for tessellations update. If -1, then use the general setting from the engine configuration. If 0, every component will be checked for tessellation changes each frame.

TessellationCheckCount Source code

var deprecated int TessellationCheckCount;

WeightedMaterials Source code

var private native const array<TerrainWeightedMaterial> WeightedMaterials;
INTERNAL - The weighted materials and blend maps

WeightedTextureMaps Source code

var private const native array<TerrainWeightMapTexture> WeightedTextureMaps;

Collision

bAllowRigidBodyUnderneath Source code

var(Collision) const bool bAllowRigidBodyUnderneath;
If true, this allows rigid bodies to go underneath visible areas of the terrain. This adds some physics cost.

bBlockRigidBody Source code

var(Collision) const bool bBlockRigidBody;
If false, primitive does not block rigid body physics. Property is propagated to terrain components.

CollisionTesselationLevel Source code

var(Collision) int CollisionTesselationLevel;
The tessellation level to utilize when performing collision checks with non-zero extents.

Lighting

bAcceptsDynamicLights Source code

var(Lighting) const bool bAcceptsDynamicLights;
If false, primitive does not accept dynamic lights, aka lights with HasStaticShadowing() == FALSE Property is propagated to terrain components.

bBilinearFilterLightmapGeneration Source code

var(Lighting) bool bBilinearFilterLightmapGeneration;
If true, the lightmap generation will be performed using the bilinear filtering that all other lightmap generation in the engine uses.

bCastDynamicShadow Source code

var(Lighting) const bool bCastDynamicShadow;
If false, primitive does not cast dynamic shadows. Property is propagated to terrain components .

bCastShadow Source code

var(Lighting) bool bCastShadow;
Whether terrain should cast shadows. Property is propagated to terrain components

bForceDirectLightMap Source code

var(Lighting) const bool bForceDirectLightMap;
If true, forces all static lights to use light-maps for direct lighting on the terrain, regardless of the light's UseDirectLightMap property. Property is propagated to terrain components .

bIsOverridingLightResolution Source code

var(Lighting) bool bIsOverridingLightResolution;
If true, the light/shadow map size is no longer restricted... The size of the light map will be (per component): INT LightMapSizeX = Component->SectionSizeX * StaticLightingResolution + 1; INT LightMapSizeY = Component->SectionSizeY * StaticLightingResolution + 1; So, the maximum size of a light/shadow map for a component will be: MaxMapSizeX = MaxComponentSize * StaticLightingResolution + 1 MaxMapSizeY = MaxComponentSize * StaticLightingResolution + 1 Be careful with the setting of StaticLightingResolution when this mode is enabled. It will be quite easy to run up a massive texture requirement on terrain!

LightingChannels Source code

var(Lighting) const LightingChannelContainer LightingChannels;

StaticLightingResolution Source code

var(Lighting) int StaticLightingResolution;
The resolution to cache lighting at, in texels/patch. A separate shadow-map is used for each terrain component, which is up to (MaxComponentSize * StaticLightingResolution + 1) pixels on a side. Must be a power of two, 1 <= StaticLightingResolution <= MaxTesselationLevel.

Terrain

bMorphingEnabled Source code

var(Terrain) bool bMorphingEnabled;
Whether to utilize morping terrain or not

bMorphingGradientsEnabled Source code

var(Terrain) bool bMorphingGradientsEnabled;
Whether to utilize morping gradients or not (bMorphingEnabled must be true for this to matter)

bShowWireframe Source code

var(Terrain) bool bShowWireframe;
Tells the terrain to render in wireframe.

DecoLayers Source code

var(Terrain) const array<TerrainDecoLayer> DecoLayers;
Array of the decoration layers applied

EditorTessellationLevel Source code

var(Terrain) transient int EditorTessellationLevel;
Editor-viewing tessellation level

Layers Source code

var(Terrain) const array<TerrainLayer> Layers;
Array of the terrain layers applied to the terrain

MaxComponentSize Source code

var(Terrain) int MaxComponentSize;
For rendering and collision, split the terrain into components with a maximum size of (MaxComponentSize,MaxComponentSize) patches. The terrain is split up into rectangular groups of patches called terrain components for rendering. MaxComponentSize is the maximum number of patches in a single row/column of a terrain component. Generally, all components will be MaxComponentSize patches square, but on terrains with a patch resolution which isn't a multiple of MaxComponentSize, there will be some components along the edges which are smaller. This is limited by the MaxTesselationLevel, to prevent the vertex buffer for a fully tessellated component from being > 65536 vertices. For a MaxTesselationLevel of 16, MaxComponentSize is limited to <= 15. For a MaxTesselationLevel of 8, MaxComponentSize is limited to <= 31. PostEditChange clamps this to be >= 1.

MaxTesselationLevel Source code

var(Terrain) int MaxTesselationLevel;
The maximum number of quads in a single row/column of a tessellated patch. Must be a power of two, 1 <= MaxTesselationLevel <= 16

MinTessellationLevel Source code

var(Terrain) int MinTessellationLevel;
The minimum number of quads in a tessellated patch. Must be a power of two, 1 <= MaxTesselationLevel

NormalMapLayer Source code

var(Terrain) int NormalMapLayer;
The index of the layer that supplies the normal map for the whole terrain. If this is -1, the terrain will compile the normal property the old way (all normal maps blended together). If this is a valid index into the layer array, it will compile the normal property only for the material(s) contained in said layer.

NumPatchesX Source code

var(Terrain) int NumPatchesX;
The number of patches in a single row of the terrain's patch grid. PostEditChange clamps this to be >= 1. Note that if you make this and/or NumPatchesY smaller, it will destroy the height-map/alpha-map data which is no longer used by the patches.If you make the dimensions larger, it simply fills in the new height-map/alpha-map data with zero.

NumPatchesY Source code

var(Terrain) int NumPatchesY;
The number of patches in a single column of the terrain's patch grid. PostEditChange clamps this to be >= 1.

TesselationDistanceScale Source code

var(Terrain) float TesselationDistanceScale;
The scale factor to apply to the distance used in determining the tessellation level to utilize when rendering a patch. TessellationLevel = SomeFunction((Patch distance to camera) * TesselationDistanceScale)

TessellationCheckDistance Source code

var(Terrain) float TessellationCheckDistance;
The radius from the view origin that terrain tessellation checks should be performed. If less than 0, the general setting from the engine configuration will be used. If 0.0, every component will be checked for tessellation changes each frame.

WireframeColor Source code

var(Terrain) color WireframeColor;
The color to use when rendering the wireframe of the terrain.


Structures Detail

AlphaMap Source code

struct AlphaMap
{
};
A mapping used to apply a layer to the terrain. Full structure can be found in UnTerrain.h, FAlphaMap.

CachedTerrainMaterialArray Source code

struct CachedTerrainMaterialArray
{
var native const duplicatetransient array<pointer> CachedMaterials;
};


SelectedTerrainVertex Source code

struct SelectedTerrainVertex
{
var int Weight;
var int X;
var int Y;
};
Selected vertex structure - used for vertex editing
Weight:
The weight of the selection.
X:
The position of the vertex.
Y:
The position of the vertex.

TerrainDecoLayer Source code

struct TerrainDecoLayer
{
var int AlphaMapIndex;
var(Terrain) array<TerrainDecoration> Decorations;
var(Terrain) string Name;
};
A decoration layer - used to easily apply static meshes to the terrain
AlphaMapIndex:
INTERNAL: The index of the alpha map that represents the application of this layer.
Decorations:
The decoration(s) to apply for this layer.
Name:
The name of the DecoLayer, for UI display purposes.

TerrainDecoration Source code

struct TerrainDecoration
{
var(Terrain) float Density;
var(Terrain) editinline PrimitiveComponentFactory Factory;
var array<TerrainDecorationInstance> Instances;
var(Terrain) float MaxScale;
var(Terrain) float MinScale;
var(Terrain) int RandSeed;
var(Terrain) float SlopeRotationBlend;
};
A decoration source for terrain DecoLayers.
Density:
The density to use when applying the mesh to the terrain.
Factory:
The factory used to generate the decoration mesh.
Instances:
INTERNAL: An array of instances of the decoration applied to the terrain.
MaxScale:
The max scale to apply to the source mesh.
MinScale:
The min scale to apply to the source mesh.
RandSeed:
The value to use to seed the random number generator.
SlopeRotationBlend:
The amount to rotate the mesh to match the slope of the terrain where it is being placed. If 1.0, the mesh will match the slope exactly.

TerrainDecorationInstance Source code

struct TerrainDecorationInstance
{
var PrimitiveComponent Component;
var float Scale;
var float X;
var float Y;
var int Yaw;
};
A decoration instance applied to the terrain. Used internally to apply DecoLayers.

TerrainHeight Source code

struct TerrainHeight
{
};
A height data entry that is stored in an array for the terrain. Full structure can be found in UnTerrain.h, FTerrainHeight.

TerrainInfoData Source code

struct TerrainInfoData
{
};
InfoData entries for each patch in the terrain. This includes information such as whether the patch is visible or not (holes). Full structure can be found in UnTerrain.h, FTerrainInfoData.

TerrainLayer Source code

struct TerrainLayer
{
var int AlphaMapIndex;
var(Terrain) bool Hidden;
var(Terrain) color HighlightColor;
var(Terrain) bool Highlighted;
var int MaxX;
var int MaxY;
var int MinX;
var int MinY;
var(Terrain) string Name;
var(Terrain) TerrainLayerSetup Setup;
var(Terrain) color WireframeColor;
var(Terrain) bool WireframeHighlighted;
};
A layer that can be painted onto the terrain.
AlphaMapIndex:
INTERNAL: The index of the alpha map that represents the application of this layer.
Hidden:
Whether the layer is hidden (not rendered).
HighlightColor:
The color to highlight the layer with.
Highlighted:
Whether the layer should be highlighted when rendered.
MaxX:
Rectangle encompassing all the vertices this layer affects. TerrainLayerSetup::SetMaterial() uses this to avoid rebuilding terrain that has not changed
MaxY:
Rectangle encompassing all the vertices this layer affects. TerrainLayerSetup::SetMaterial() uses this to avoid rebuilding terrain that has not changed
MinX:
Rectangle encompassing all the vertices this layer affects. TerrainLayerSetup::SetMaterial() uses this to avoid rebuilding terrain that has not changed
MinY:
Rectangle encompassing all the vertices this layer affects. TerrainLayerSetup::SetMaterial() uses this to avoid rebuilding terrain that has not changed
Name:
The name of the layer, for UI display purposes.
Setup:
The TerrainLayerSetup, which declares the material(s) used in the layer.
WireframeColor:
The color to wireframe highlight the layer with.
WireframeHighlighted:
Whether the layer should be wireframe highlighted when rendered. CURRENTLY NOT IMPLEMENTED

TerrainMaterialResource Source code

struct TerrainMaterialResource
{
};
Terrain material resource - compiled terrain material used to render the terrain. Full structure can be found in UnTerrain.h, FTerrainMaterialResource.

TerrainWeightedMaterial Source code

struct TerrainWeightedMaterial
{
};
A weighted material used on the terrain. Full structure can be found in UnTerrain.h, FTerrainWeightedMaterial.


Functions Detail

CalcLayerBounds Source code

native final function CalcLayerBounds ( )
for each layer, calculate the rectangle encompassing all the vertices affected by it and store the result in the layer's MinX, MinY, MaxX, and MaxY properties

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )


Defaultproperties

defaultproperties
{
   NormalMapLayer=-1
   MaxTesselationLevel=4
   MinTessellationLevel=1
   TesselationDistanceScale=1.000000
   TessellationCheckDistance=-1.000000
   CollisionTesselationLevel=1
   NumPatchesX=1
   NumPatchesY=1
   MaxComponentSize=16
   StaticLightingResolution=4
   bBilinearFilterLightmapGeneration=True
   bCastShadow=True
   bForceDirectLightMap=True
   bCastDynamicShadow=True
   bBlockRigidBody=True
   bAcceptsDynamicLights=True
   LightingChannels=(bInitialized=True,Static=True)
   WireframeColor=(B=255,G=255,R=0,A=0)
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Info:Sprite'
      Sprite=Texture2D'EngineResources.S_Terrain'
      ObjectArchetype=SpriteComponent'Engine.Default__Info:Sprite'
   End Object
   Components(0)=Sprite
   bStatic=True
   bHidden=False
   bNoDelete=True
   bWorldGeometry=True
   bCollideActors=True
   bBlockActors=True
   bEdShouldSnap=True
   DrawScale3D=(X=256.000000,Y=256.000000,Z=256.000000)
   CollisionType=COLLIDE_CustomDefault
   Name="Default__Terrain"
   ObjectArchetype=Info'Engine.Default__Info'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:44.971 - Created with UnCodeX