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UE3:StaticMeshActorBasedOnExtremeContent (UDK)
Contents
- Package:
- Engine
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This is an actor which can be used to change its material based on whether Extreme Content is on or not
We need to subclass Actor instead of StaticMeshActorBase in order to get PostBeginPlay() called on us
Properties[edit]
Property group 'StaticMeshActorBasedOnExtremeContent'[edit]
ExtremeContent[edit]
Type: array<SMMaterialSetterDatum>
The material to use for ExtremeContent (e.g. blood and gore!) *
NonExtremeContent[edit]
Type: array<SMMaterialSetterDatum>
The material to use for NonExtremeContent (e.g. blackness everywhere there used to be blood and gore) *
StaticMeshComponent[edit]
Type: StaticMeshComponent
Modifiers: const, editconst
Default value: StaticMeshComponent'StaticMeshComponent0'
Default values[edit]
Property | Value |
---|---|
bBlockActors | True |
bCollideActors | True |
bEdShouldSnap | True |
bGameRelevant | True |
bMovable | False |
bStatic | True |
bWorldGeometry | True |
CollisionComponent | StaticMeshComponent'StaticMeshComponent0' |
CollisionType | COLLIDE_CustomDefault |
Components[0] | StaticMeshComponent'StaticMeshComponent0' |
Subobjects[edit]
StaticMeshComponent0[edit]
Class: Engine.StaticMeshComponent
Property | Value |
---|---|
bAllowApproximateOcclusion | True |
bForceDirectLightMap | True |
bUsePrecomputedShadows | True |
ReplacementPrimitive | None |
Structs[edit]
SMMaterialSetterDatum[edit]
Modifiers: native
This is set so the LD can map specific MaterialIndex on the target to some material *
- int MaterialIndex
- MaterialInterface TheMaterial
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
Other instance functions[edit]
SetMaterialBasedOnExtremeContent[edit]
This will set the material of this Actor based on the ExtremeContent setting. *