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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
Property group 'StaticMeshActorBasedOnExtremeContent'
ExtremeContent
Type: array<SMMaterialSetterDatum>
The material to use for ExtremeContent (e.g. blood and gore!) *
NonExtremeContent
Type: array<SMMaterialSetterDatum>
The material to use for NonExtremeContent (e.g. blackness everywhere there used to be blood and gore) *
StaticMeshComponent
Type: StaticMeshComponent
Modifiers: const, editconst
Default value: StaticMeshComponent'StaticMeshComponent0'
Default values
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
StaticMeshComponent0
Class: Engine.StaticMeshComponent
Property | Value |
---|---|
bAllowApproximateOcclusion | True |
bForceDirectLightMap | True |
bUsePrecomputedShadows | True |
ReplacementPrimitive | None |
Structs
SMMaterialSetterDatum
Modifiers: native
This is set so the LD can map specific MaterialIndex on the target to some material *
- int MaterialIndex
- MaterialInterface TheMaterial
Functions
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
Other instance functions
SetMaterialBasedOnExtremeContent
This will set the material of this Actor based on the ExtremeContent setting. *