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UE2:XProcMesh (UT2003)

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UT2003 Object >> Actor >> XProcMesh

Contents

Package: 
Engine
This class in other games:
UT2004

xProcMesh - Procedural mesh actor Copyright 2001 Digital Extremes - All Rights Reserved. Confidential.

[edit] Properties

[edit] Property group 'Force'

[edit] bForceAffected

Type: bool


[edit] Property group 'xProcMesh'

[edit] BigHitEffect

Type: class<Effects>


[edit] BigMomentumThreshold

Type: float


[edit] BigTouchThreshold

Type: float


[edit] bRigidEdges

Type: bool


[edit] CheckCollision

Type: bool


Default value: True

[edit] Dampening

Type: float

should be less than < 1.0f

Default value: 0.5

[edit] DampeningRange

Type: Object.Range


Default value:

Member Value
Max 4.0
Min -4.0

[edit] ForceAttenuation

Type: float


Default value: 1.0

[edit] ForceClamp

Type: Object.Range


Default value:

Member Value
Max 20.0
Min -20.0

[edit] HitEffect

Type: class<Effects>


[edit] InfluenceRadius

Type: float


[edit] MovementClamp

Type: Object.Range


Default value:

Member Value
Max 50.0
Min -50.0

[edit] Noise

Type: float


Default value: 0.1

[edit] NoiseForce

Type: Object.Range


Default value:

Member Value
Max 1.0
Min -1.0

[edit] NoiseTimer

Type: Object.Range


Default value:

Member Value
Max 3.0
Min 2.0

[edit] ProcType

Type: EProcMeshType


[edit] RestTension

Type: float


Default value: 0.4

[edit] ShootStrength

Type: float


[edit] Tension

Type: float


Default value: 0.4

[edit] TouchStrength

Type: float


[edit] Internal variables

[edit] NoiseCounter

Type: float

Modifiers: transient


[edit] pProcData

Type: pointer

Modifiers: const, transient

todo: take this out and serialize most things

[edit] SectionOffsets

Type: array<int>

Modifiers: const


[edit] Vertices

Type: array<ProcMeshVertex>

Modifiers: const


[edit] Default values

Property Value
bCollideActors True
bLightingVisibility False
bNoDelete True
bProjTarget True
bUseCylinderCollision True
CollisionHeight 80.0
CollisionRadius 80.0
DrawType DT_Particle
Texture S_Emitter

[edit] Enums

[edit] EProcMeshType

MT_Water 
MT_Deform 

[edit] Structs

[edit] ProcMeshVertex

Object.Vector Position 
Object.Vector Normal 
Object.Color Color 
float
float

[edit] Functions

[edit] Native functions

[edit] ProcPling

native final function ProcPling (Object.Vector Position, float Strength, float Radius, out Object.Vector EffectLocation, out Object.Vector EffectNormal)


[edit] Events

[edit] TakeDamage

simulated event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Actor.TakeDamage


[edit] Touch

simulated event Touch (Actor Other)

Overrides: Actor.Touch