Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:DynamicSMActor (UDK)
- Package:
- Engine
- Direct subclasses:
- DynamicSMActor_Spawnable, InterpActor, KActor, UTSimpleDestroyable
- This class in other games:
- UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
DynamicSMActor. A non-static version of StaticMeshActor. This class is abstract, but used as a base class for things like KActor and InterpActor.
Properties[edit]
Property group 'DynamicSMActor'[edit]
bPawnCanBaseOn[edit]
Type: bool
If a Pawn can be 'based' on this KActor. If not, they will 'bounce' off when they try to.
Default value: True
bSafeBaseIfAsleep[edit]
Type: bool
Pawn can base on this KActor if it is asleep -- Pawn will disable KActor physics while based
LightEnvironment[edit]
Type: DynamicLightEnvironmentComponent
Modifiers: const, editconst
Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'
StaticMeshComponent[edit]
Type: StaticMeshComponent
Modifiers: const, editconst
Default value: StaticMeshComponent'StaticMeshComponent0'
Internal variables[edit]
bForceStaticDecals[edit]
Type: bool
Modifiers: repnotify
used to replicate StaticMeshComponent.bForceStaticDecals
ReplicatedMaterial[edit]
Type: MaterialInterface
Modifiers: repnotify
used to replicate the material in index 0
ReplicatedMesh[edit]
Type: StaticMesh
Modifiers: repnotify, transient
Used to replicate mesh to clients
ReplicatedMeshRotation[edit]
Type: Object.Rotator
Modifiers: repnotify
ReplicatedMeshScale3D[edit]
Type: Object.Vector
Modifiers: repnotify
ReplicatedMeshTranslation[edit]
Type: Object.Vector
Modifiers: repnotify
Extra component properties to replicate
Default values[edit]
Subobjects[edit]
MyLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
No new values.
StaticMeshComponent0[edit]
Class: Engine.StaticMeshComponent
Property | Value |
---|---|
BlockRigidBody | False |
LightEnvironment | DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment' |
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
Attach[edit]
Overrides: Actor.Attach
If pawn is attached while asleep, turn off physics while pawn is on it
Detach[edit]
Overrides: Actor.Detach
If pawn is detached, turn back on physics (make sure no other pawns are based on it)
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Other instance functions[edit]
CanBasePawn[edit]
Query to see if this DynamicSMActor can base the given Pawn
OnSetMaterial[edit]
OnSetMesh[edit]
SetLightEnvironmentToNotBeDynamic[edit]
This will turn "off" the light environment so it will no longer update. This is useful for having a Timer call this once something has come to a stop and doesn't need 100% correct lighting.