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Engine.FracturedSkinnedMeshComponent

Extends
FracturedBaseComponent
Modifiers
native ( Mesh )

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
boolbBecameVisible
boolbFragmentTransformsChanged
pointerComponentSkinResources
array<FracturedStaticMeshComponent>DependentComponents
array<Matrix>FragmentTransforms
Inherited Variables from Engine.FracturedBaseComponent
bInitialVisibilityValue, bResetStaticMesh, bUseDynamicIBWithHiddenFragments, bUseDynamicIndexBuffer, bVisibilityHasChanged, bVisibilityReset, ComponentBaseResources, NumResourceIndices, ReleaseResourcesFence, VisibleFragments
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

Enumerations Summary
Inherited Enumerations from Engine.StaticMeshComponent
ELightmapModificationFunction

Structures Summary
Inherited Structures from Engine.StaticMeshComponent
StaticMeshComponentLODInfo

Functions Summary
Inherited Functions from Engine.FracturedBaseComponent
GetNumFragments, GetNumVisibleFragments, GetVisibleFragments, IsFragmentVisible, SetStaticMesh
Inherited Functions from Engine.StaticMeshComponent
CanBecomeDynamic, DisableRBCollisionWithSMC, SetForceStaticDecals, SetStaticMesh


Variables Detail

bBecameVisible Source code

var protected transient const bool bBecameVisible;

bFragmentTransformsChanged Source code

var protected transient const bool bFragmentTransformsChanged;
TRUE if fragment transforms have changed and the GPU should be refreshed

ComponentSkinResources Source code

var protected const native transient pointer ComponentSkinResources;

DependentComponents Source code

var protected transient const array<FracturedStaticMeshComponent> DependentComponents;

FragmentTransforms Source code

var protected transient const array<Matrix> FragmentTransforms;


Defaultproperties

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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Creation time: ti 22-3-2011 19:56:48.954 - Created with UnCodeX