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FracturedSkinnedMeshComponent.uc - Uses skinning to draw detached parts with as few sections as possible. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Core.Component | +-- Engine.ActorComponent | +-- Engine.PrimitiveComponent | +-- Engine.MeshComponent | +-- Engine.StaticMeshComponent | +-- Engine.FracturedBaseComponent | +-- Engine.FracturedSkinnedMeshComponent
Variables Summary | |
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bool | bBecameVisible |
bool | bFragmentTransformsChanged |
pointer | ComponentSkinResources |
array<FracturedStaticMeshComponent> | DependentComponents |
array<Matrix> | FragmentTransforms |
Enumerations Summary |
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Inherited Enumerations from Engine.StaticMeshComponent |
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ELightmapModificationFunction |
Structures Summary |
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Inherited Structures from Engine.StaticMeshComponent |
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StaticMeshComponentLODInfo |
Functions Summary |
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Inherited Functions from Engine.FracturedBaseComponent |
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GetNumFragments, GetNumVisibleFragments, GetVisibleFragments, IsFragmentVisible, SetStaticMesh |
Inherited Functions from Engine.StaticMeshComponent |
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CanBecomeDynamic, DisableRBCollisionWithSMC, SetForceStaticDecals, SetStaticMesh |
Variables Detail |
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TRUE if fragment transforms have changed and the GPU should be refreshed
Defaultproperties |
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defaultproperties { bAllowCullDistanceVolume=FALSE bInitialVisibilityValue=FALSE CastShadow=FALSE bCastDynamicShadow=FALSE bForceDirectLightMap=FALSE bAllowApproximateOcclusion=TRUE RBCollideWithChannels=(Default=FALSE,GameplayPhysics=FALSE,EffectPhysics=FALSE,FracturedMeshPart=FALSE) CollideActors=FALSE BlockActors=FALSE BlockZeroExtent=FALSE BlockNonZeroExtent=FALSE BlockRigidBody=FALSE bAcceptsStaticDecals=FALSE bAcceptsDynamicDecals=FALSE bOverrideLightMapResolution=FALSE bOverrideLightMapRes=FALSE bUsePrecomputedShadows=FALSE } |
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