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UE3:StaticMeshActorBasedOnExtremeContent (UDK)

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UDK Object >> Actor >> StaticMeshActorBasedOnExtremeContent
Package: 
Engine

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]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions[edit]

SetMaterialBasedOnExtremeContent[edit]

simulated function SetMaterialBasedOnExtremeContent ()

This will set the material of this Actor based on the ExtremeContent setting. *