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UE3:DynamicSMActor (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclasses:
- DynamicSMActor_Spawnable, InterpActor, KActor, UTSimpleDestroyable
- This class in other games:
- UDK
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DynamicSMActor. A non-static version of StaticMeshActor. This class is abstract, but used as a base class for things like KActor and InterpActor. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'DynamicSMActor'
[edit] bPawnCanBaseOn
Type: bool
If a Pawn can be 'based' on this KActor. If not, they will 'bounce' off when they try to.
Default value: True
[edit] bSafeBaseIfAsleep
Type: bool
Pawn can base on this KActor if it is asleep -- Pawn will disable KActor physics while based
[edit] LightEnvironment
Type: LightEnvironmentComponent
Modifiers: const, editconst
Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'
[edit] StaticMeshComponent
Type: StaticMeshComponent
Modifiers: const, editconst
Default value: StaticMeshComponent'StaticMeshComponent0'
[edit] Internal variables
[edit] ReplicatedMaterial
Type: MaterialInterface
Modifiers: repnotify
used to replicate the material in index 0
[edit] ReplicatedMesh
Type: StaticMesh
Modifiers: repnotify
Used to replicate mesh to clients
[edit] ReplicatedMeshRotation
Type: Object.Rotator
Modifiers: repnotify
[edit] ReplicatedMeshScale3D
Type: Object.Vector
Modifiers: repnotify
[edit] ReplicatedMeshTranslation
Type: Object.Vector
Modifiers: repnotify
Extra component properties to replicate
[edit] Default values
[edit] Subobjects
[edit] MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
| Property | Value |
|---|---|
| bEnabled | False |
[edit] StaticMeshComponent0
Class: Engine.StaticMeshComponent
| Property | Value |
|---|---|
| BlockRigidBody | False |
| LightEnvironment | DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment' |
[edit] Functions
[edit] Events
[edit] Attach
Overrides: Actor.Attach
If pawn is attached while asleep, turn off physics while pawn is on it
[edit] Detach
Overrides: Actor.Detach
If pawn is detached, turn back on physics (make sure no other pawns are based on it)
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] ReplicatedEvent
Overrides: Actor.ReplicatedEvent
[edit] Other instance functions
[edit] CanBasePawn
Query to see if this DynamicSMActor can base the given Pawn
