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UE3:FracturedSkinnedMeshComponent (UDK)
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Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent >> FracturedBaseComponent >> FracturedSkinnedMeshComponent |
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- Engine
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FracturedSkinnedMeshComponent.uc - Uses skinning to draw detached parts with as few sections as possible.
Properties[edit]
bBecameVisible[edit]
Type: bool
Modifiers: protected, transient, const
bFragmentTransformsChanged[edit]
Type: bool
Modifiers: protected, transient, const
TRUE if fragment transforms have changed and the GPU should be refreshed
ComponentSkinResources[edit]
Type: pointer{class FFracturedSkinResources}
Modifiers: protected, const, native, transient
DependentComponents[edit]
Type: array<FracturedStaticMeshComponent>
Modifiers: protected, transient, const
FragmentTransforms[edit]
Type: array<AnimNode.BoneTransform>
Modifiers: protected, transient, const
Default values[edit]
Property | Value |
---|---|
bAcceptsDynamicDecals | False |
bAcceptsFoliage | False |
bAllowApproximateOcclusion | True |
bAllowCullDistanceVolume | False |
bCastDynamicShadow | False |
bInitialVisibilityValue | False |
BlockActors | False |
BlockNonZeroExtent | False |
BlockRigidBody | False |
BlockZeroExtent | False |
bOverrideLightMapResolution | False |
CastShadow | False |
CollideActors | False |