Engine.FracturedBaseComponent
- Extends
- StaticMeshComponent
- Modifiers
- native ( Mesh ) abstract
FracturedBaseComponent.uc - Declaration of the base fractured component which handles rendering with a dynamic index buffer.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Core.Component
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+-- Engine.ActorComponent
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+-- Engine.PrimitiveComponent
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+-- Engine.MeshComponent
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+-- Engine.StaticMeshComponent
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+-- Engine.FracturedBaseComponent
Direct Known Subclasses:
FracturedSkinnedMeshComponent, FracturedStaticMeshComponent
Inherited Variables from Engine.StaticMeshComponent |
bCanHighlightSelectedSections, bForceStaticDecals, bIgnoreInstanceForTextureStreaming, bNeverBecomeDynamic, bOverrideLightMapRes, bOverrideLightMapResolution, bUseSimpleLightmapModifications, bUseSubDivisions, ForcedLodModel, IrrelevantLights, LightmassSettings, LODData, OverriddenLightMapRes, OverriddenLightMapResolution, OverriddenLODMaxRange, PreviousLODLevel, SimpleLightmapModificationFunction, SimpleLightmapModificationTexture, StaticMesh, SubDivisionStepSize, VertexPositionVersionNumber, WireframeColor |
bInitialVisibilityValue Source code
var protected const bool bInitialVisibilityValue;
var protected transient const int bResetStaticMesh;
bUseDynamicIBWithHiddenFragments Source code
var protected const bool bUseDynamicIBWithHiddenFragments;
bUseDynamicIndexBuffer Source code
var protected const bool bUseDynamicIndexBuffer;
var protected transient bool bVisibilityHasChanged;
var protected transient const bool bVisibilityReset;
ComponentBaseResources Source code
var protected const native transient
pointer ComponentBaseResources;
var private const int NumResourceIndices;
var protected transient const array<byte> VisibleFragments;
native const function int GetNumFragments ( ) con )
GetNumVisibleFragments Source code
native const function int GetNumVisibleFragments ( ) con )
simulated native const function array<byte> GetVisibleFragments ( ) con )
simulated native const function bool IsFragmentVisible ( INT FragmentIndex) con )
simulated native function bool SetStaticMesh ( StaticMesh NewMesh, optional bool bForce )
defaultproperties
{
bUseDynamicIndexBuffer=true
bInitialVisibilityValue=true
bAcceptsDecalsDuringGameplay=FALSE
bAcceptsStaticDecals=FALSE
bAcceptsDynamicDecals=TRUE
}
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Creation time: ti 22-3-2011 19:56:48.944 - Created with
UnCodeX