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Engine.FracturedStaticMeshActor

Extends
Actor
Modifiers
dependson ( FracturedStaticMeshComponent ) dependson ( WorldInfo ) ClassGroup ( StaticMeshes ) native ( Mesh ) placeable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.FracturedStaticMeshActor

Direct Known Subclasses:

FracturedSMActorSpawnable, FracturedStaticMeshPart

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
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
boolbHasShownMissingSoundWarning
array<int>ChunkHealth
array<DeferredPartToSpawn>DeferredPartsToSpawn
SoundCueExplosionFractureSound
MaterialInterfaceMI_LoseChunkPreviousMaterial
PhysEffectInfoPartImpactEffect
SoundCueSingleChunkFractureSound
FracturedSkinnedMeshComponentSkinnedComponent
FracturedStaticMeshActor
boolbBreakChunksOnActorTouch
floatChunkHealthScale
floatFractureCullMaxDistance
floatFractureCullMinDistance
array<class<DamageType>>FracturedByDamageType
FracturedStaticMeshComponentFracturedStaticMeshComponent
intMaxPartsToSpawnAtOnce
array<ParticleSystem>OverrideFragmentDestroyEffects
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
DeferredPartToSpawn
ChunkIndex, InitialVel, InitialAngVel, RelativeScale, bExplosion
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
event BreakOffIsolatedIslands (out array<BYTE> FragmentVis, array<int> IgnoreFrags, vector ChunkDir, array<FracturedStaticMeshPart> DisableCollWithPart, bool bWantPhysChunks)
event BreakOffPartsInRadius (vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles)
event Explode ()))
functionbool FractureEffectIsRelevant (bool bForceDedicated, Pawn EffectInstigator, out byte bWantPhysChunksAndParticles ))
event HideFragmentsToMaximizeMemoryUsage ()))
event HideOneFragment ()))
functionbool IsFracturedByDamageType (class<DamageType> DmgType))
function NotifyHitByExplosion (Controller InstigatorController, float DamageAmount, class<DamageType> DmgType))
event PostBeginPlay ()))
function RemoveDecals (int IndexToRemoveDecalsFrom)
function ResetHealth ()
event ResetVisibility ()
event SetLoseChunkReplacementMaterial ()))
eventbool SpawnDeferredParts ()
functionFracturedStaticMeshPart SpawnPart (int ChunkIndex, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion)
functionFracturedStaticMeshPart SpawnPartMulti (array<int> ChunkIndices, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion)
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bHasShownMissingSoundWarning Source code

var transient bool bHasShownMissingSoundWarning;
Used so we only display the 'missing sound' warning once

ChunkHealth Source code

var array<int> ChunkHealth;
Current health of each chunk

DeferredPartsToSpawn Source code

var transient array<DeferredPartToSpawn> DeferredPartsToSpawn;
Array of parts that are waiting to be spawned in an upcoming tick

ExplosionFractureSound Source code

var SoundCue ExplosionFractureSound;
Cached sound for large fractures.

MI_LoseChunkPreviousMaterial Source code

var transient MaterialInterface MI_LoseChunkPreviousMaterial;
This is the material that was set on this FracuredStaticMeshActor before we overrode it with LoseChunkOutsideMaterial

PartImpactEffect Source code

var PhysEffectInfo PartImpactEffect;
Cached info for part impacts

SingleChunkFractureSound Source code

var SoundCue SingleChunkFractureSound;
Cached sound for single chunk fractures.

SkinnedComponent Source code

var transient const FracturedSkinnedMeshComponent SkinnedComponent;
Skinned component which will handle rendering for FracturedStaticMeshComponent

FracturedStaticMeshActor

bBreakChunksOnActorTouch Source code

var(FracturedStaticMeshActor) bool bBreakChunksOnActorTouch;
If true, detach parts when an Actor with bCanCauseFractureOnTouch contacts them. Actor must not be blocked by this FSMA.

ChunkHealthScale Source code

var(FracturedStaticMeshActor) float ChunkHealthScale;
Allows controlling how much 'health' chunks have on a per-instance basis

FractureCullMaxDistance Source code

var(FracturedStaticMeshActor) float FractureCullMaxDistance;
Maximum distance from player where actor will be allowed to fracture (scaled by global settings.)

FractureCullMinDistance Source code

var(FracturedStaticMeshActor) float FractureCullMinDistance;
Minimum distance from player where actor will ALWAYS fracture, even when outside the view frustum (scaled by global settings.)

FracturedByDamageType Source code

var(FracturedStaticMeshActor) array<class<DamageType>> FracturedByDamageType;
Set of damage types that can cause pieces to break off this FSAM. If empty, all damage types can do this.

FracturedStaticMeshComponent Source code

var(FracturedStaticMeshActor) const editconst FracturedStaticMeshComponent FracturedStaticMeshComponent;

MaxPartsToSpawnAtOnce Source code

var(FracturedStaticMeshActor) int MaxPartsToSpawnAtOnce;
Maximum number of rigid body parts to spawn off per actor, per frame

OverrideFragmentDestroyEffects Source code

var(FracturedStaticMeshActor) array<ParticleSystem> OverrideFragmentDestroyEffects;
Allows you to override particle effects to play when chunk is hidden for just this actor.


Structures Detail

DeferredPartToSpawn Source code

struct DeferredPartToSpawn
{
var bool bExplosion;
var int ChunkIndex;
var vector InitialAngVel;
var vector InitialVel;
var float RelativeScale;
};
Info about a fracture part that should be spawned in an upcoming Tick
bExplosion:
TRUE if this part was spawned because of an explosion
ChunkIndex:
Index of the chunk to spawn
InitialAngVel:
Exit angular velocity for this chunk
InitialVel:
Exit velocity for this chunk
RelativeScale:
Relative scale


Functions Detail

BreakOffIsolatedIslands Source code

native simulated event BreakOffIsolatedIslands ( out array<BYTE> FragmentVis, array<int> IgnoreFrags, vector ChunkDir, array<FracturedStaticMeshPart> DisableCollWithPart, bool bWantPhysChunks )
Find all groups of chunks which are not connected to 'root' parts, and spawn them as new physics objects. Updates FragmentVis with new chunks that get hidden by the process.

BreakOffPartsInRadius Source code

simulated native event BreakOffPartsInRadius ( vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles )
Util to break off all parts within radius of the explosion

Explode Source code

simulated event Explode ( ) )
Break off all pieces in one go.

FractureEffectIsRelevant Source code

simulated function bool FractureEffectIsRelevant ( bool bForceDedicated, Pawn EffectInstigator, out byte bWantPhysChunksAndParticles ) )
Specialized to handle explicit effect instigators. Also, handles None instigators -- these are special weapons (eg dummyfire) and are always relevant. Also, for fractured static meshes we only spawn effects if

HideFragmentsToMaximizeMemoryUsage Source code

simulated event HideFragmentsToMaximizeMemoryUsage ( ) )
Hide some percentage of the fragments from this mesh to maximize memory usage - does not spawn physics pieces etc

HideOneFragment Source code

simulated event HideOneFragment ( ) )
Hide one fragment from this mesh - does not spawn physics pieces etc

IsFracturedByDamageType Source code

simulated function bool IsFracturedByDamageType ( class<DamageType> DmgType) )
Util for checking if this damage type will cause fracture.

NotifyHitByExplosion Source code

simulated function NotifyHitByExplosion ( Controller InstigatorController, float DamageAmount, class<DamageType> DmgType) )
Let kismet know that we've been hit
@param InstigatorController - the player that caused the explosion
@param DamageAmount - how much damage was caused
@param DmgType - the type of damage caused

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

RemoveDecals Source code

simulated native final protected function RemoveDecals ( int IndexToRemoveDecalsFrom )
This function will remove all of the currently attached decals from the object. Basically, we want to have decals attach to these objects and then on state change (due to damage usually), we will just detach them all with the big particle effect that occurs it should not be noticeable.

ResetHealth Source code

simulated native final function ResetHealth ( )
Used to init/reset health array.

ResetVisibility Source code

simulated native event ResetVisibility ( )
Unhides all fragments

SetLoseChunkReplacementMaterial Source code

simulated event SetLoseChunkReplacementMaterial ( ) )
This will possibly set the material on the FracturedMesh after we have lost a chunk.

SpawnDeferredParts Source code

native simulated event bool SpawnDeferredParts ( )
Gives the actor a chance to spawn chunks that may have been deferred
@return Returns true if there are still any deferred parts left to spawn

SpawnPart Source code

simulated native final function FracturedStaticMeshPart SpawnPart ( int ChunkIndex, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion )
Spawn one chunk of this mesh as its own Actor, with the supplied velocities and scale relative to this Actor.

SpawnPartMulti Source code

simulated native final function FracturedStaticMeshPart SpawnPartMulti ( array<int> ChunkIndices, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion )
Does the same as SpawnPart, but takes an array of chunks to make part of the new part.

TakeDamage Source code

simulated event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )
TakeDamage will hide/spawn chunks when they get shot.


Defaultproperties

defaultproperties
{
	MaxPartsToSpawnAtOnce=6

	ChunkHealthScale=1.0
	FractureCullMinDistance=512.0
	FractureCullMaxDistance=4096.0

	bEdShouldSnap=TRUE
	bCollideActors=TRUE
	bBlockActors=TRUE
	bWorldGeometry=TRUE
	bProjTarget=TRUE
	bGameRelevant=TRUE
	bRouteBeginPlayEvenIfStatic=FALSE
	bCollideWhenPlacing=FALSE
	bStatic=FALSE
	bMovable=FALSE
	bNoDelete=TRUE
	bPathColliding=TRUE
	
	bCanBeDamaged=true

	Begin Object Class=DynamicLightEnvironmentComponent Name=LightEnvironment0
		bEnabled=FALSE
		bDynamic=FALSE
		bForceNonCompositeDynamicLights=TRUE 
	End Object
	Components.Add(LightEnvironment0)

	Begin Object Class=FracturedSkinnedMeshComponent Name=FracturedSkinnedComponent0
		bDisableAllRigidBody=TRUE
		LightEnvironment=LightEnvironment0
	End Object
	Components.Add(FracturedSkinnedComponent0)
	SkinnedComponent=FracturedSkinnedComponent0

	Begin Object Class=FracturedStaticMeshComponent Name=FracturedStaticMeshComponent0
		WireframeColor=(R=0,G=128,B=255,A=255)
		bAllowApproximateOcclusion=TRUE
		bForceDirectLightMap=TRUE
		BlockRigidBody=TRUE
		bAcceptsStaticDecals=FALSE
		bAcceptsDynamicDecals=TRUE
		bAcceptsDecalsDuringGameplay=FALSE
		bUseDynamicIndexBuffer=TRUE
		bUseDynamicIBWithHiddenFragments=TRUE
	End Object
	CollisionComponent=FracturedStaticMeshComponent0
	FracturedStaticMeshComponent=FracturedStaticMeshComponent0
	Components.Add(FracturedStaticMeshComponent0)
}

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Creation time: ti 22-3-2011 19:56:48.974 - Created with UnCodeX