Files
UnrealEngineUWP/Engine/Source/Runtime/Foliage/Private/InteractiveFoliageActor.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

39 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "InteractiveFoliageActor.h"
#include "Components/CapsuleComponent.h"
#include "Engine/CollisionProfile.h"
#include "InteractiveFoliageComponent.h"
AInteractiveFoliageActor::AInteractiveFoliageActor(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer
.SetDefaultSubobjectClass<UInteractiveFoliageComponent>("StaticMeshComponent0"))
{
UInteractiveFoliageComponent* FoliageMeshComponent = CastChecked<UInteractiveFoliageComponent>(GetStaticMeshComponent());
FoliageMeshComponent->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
FoliageMeshComponent->Mobility = EComponentMobility::Static;
CapsuleComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CollisionCylinder"));
CapsuleComponent->InitCapsuleSize(60.0f, 200.0f);
static FName CollisionProfileName(TEXT("OverlapAllDynamic"));
CapsuleComponent->SetCollisionProfileName(CollisionProfileName);
CapsuleComponent->Mobility = EComponentMobility::Static;
RootComponent = CapsuleComponent;
PrimaryActorTick.bCanEverTick = true;
SetCanBeDamaged(true);
bCollideWhenPlacing = true;
SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
FoliageDamageImpulseScale = 20.0f;
FoliageTouchImpulseScale = 10.0f;
FoliageStiffness = 10.0f;
FoliageStiffnessQuadratic = 0.3f;
FoliageDamping = 2.0f;
MaxDamageImpulse = 100000.0f;
MaxTouchImpulse = 1000.0f;
MaxForce = 100000.0f;
Mass = 1.0f;
}