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MeshEditProps
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//=============================================================================
// Object to facilitate properties editing
//=============================================================================
// Animation / Mesh editor object to expose/shuttle only selected editable
// parameters from UMeshAnim/ UMesh objects back and forth in the editor.
//
class MeshEditProps extends MeshObject
hidecategories(Object)
native;
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// Static/smooth parts
struct native FSectionDigest
{
var() EMeshSectionMethod MeshSectionMethod;
var() int MaxRigidParts;
var() int MinPartFaces;
var() float MeldSize;
};
// LOD
struct native LODLevel
{
var() float DisplayFactor;
var() float ReductionFactor;
var() float Hysteresis;
var() int MaxInfluences;
var() bool RedigestSwitch;
var() FSectionDigest Rigidize;
};
struct native AttachSocket
{
var() vector A_Translation;
var() rotator A_Rotation;
var() name AttachAlias;
var() name BoneName;
var() float Test_Scale;
var() mesh TestMesh;
var() staticmesh TestStaticMesh;
};
struct native MEPBonePrimSphere
{
var() name BoneName;
var() vector Offset;
var() float Radius;
};
struct native MEPBonePrimBox
{
var() name BoneName;
var() vector Offset;
var() vector Radii;
};
var const int WBrowserAnimationPtr;
var(Mesh) vector Scale;
var(Mesh) vector Translation;
var(Mesh) rotator Rotation;
var(Mesh) vector ExpandMinVisBound;
var(Mesh) vector ExpandMaxVisBound;
// Testing dynamic bound updates
//var(Mesh) vector VisSphereCenter;
//var(Mesh) float VisSphereRadius;
var(Redigest) int LODStyle; //Make drop-down box w. styles...
var(Animation) array<MeshAnimation> AnimLinkups;
var(Skin) array<Material> Material;
// To be implemented: - material order specification to re-sort the sections (for multiple translucent materials )
// var(RenderOrder) array<int> MaterialOrder;
// To be implemented: - originalmaterial names from Maya/Max
// var(OriginalMaterial) array<name> OrigMat;
var(LOD) float LOD_Strength;
var(LOD) array<LODLevel> LODLevels;
var(LOD) float SkinTesselationFactor;
var(LOD) float FadeSpecNear;
var(LOD) float FadeSpecFar;
var(LOD) float FadeDiffNear;
var(LOD) float FadeDiffFar;
// Collision cylinder: for testing/preview only, not saved with mesh (Actor property !)
var(Collision) float TestCollisionRadius; // Radius of collision cyllinder.
var(Collision) float TestCollisionHeight; // Half-height cyllinder.
/*
var(Collision) array<MEPBonePrimSphere> CollisionSpheres; // Array of spheres linked to bones
var(Collision) array<MEPBonePrimBox> CollisionBoxes; // Array of boxes linked to bones
*/
var(Attach) array<AttachSocket> Sockets; // Sockets, with or without adjustment coordinates / bone aliases.
var(Attach) bool ApplyNewSockets; // Explicit switch to apply changes
var(Attach) bool ContinuousUpdate; // Continuous updating (to adjust socket angles interactively)
var(Impostor) bool bImpostorPresent;
var(Impostor) Material SpriteMaterial;
var(Impostor) vector Scale3D;
var(Impostor) rotator RelativeRotation;
var(Impostor) vector RelativeLocation;
var(Impostor) color ImpColor; // Impostor base coloration.
var(Impostor) EImpSpaceMode ImpSpaceMode;
var(Impostor) EImpDrawMode ImpDrawMode;
var(Impostor) EImpLightMode ImpLightMode;
cpptext
{
void PostEditChange();
}
defaultproperties
{
Scale=(X=1,Y=1,Z=1)
SkinTesselationFactor=1
Scale3D=(X=1,Y=1,Z=1)
ImpSpaceMode=ISM_PivotVertical
}