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# XProcMesh

UT2003 :: Actor >> xProcMesh (Package: Engine)

The xProcMesh actor creates a deformable surface similar to a FluidSurfaceInfo. The difference is that the xProcMesh can be deformed by damage, too.

## Properties

### xProcMesh Group

class<Effects> BigHitEffect
float BigMomentumThreshold
float BigTouchThreshold
bool bRigidEdges
bool CheckCollision
float Dampening
  should be less than < 1.0
Range DampeningRange
Range ForceClamp
float ForceAttenuation
class<Effects> HitEffect
float InfluenceRadius
Range MovementClamp
float Noise
Range NoiseForce
Range NoiseTimer
EProcMeshType ProcType
float RestTension
float ShootStrength
float Tension
float TouchStrength

### Force Group

bool bForceAffected

### UnrealScript-Only Properties

array<ProcMeshVertex> Vertices (const)
array<int> SectionOffsets (const)
float NoiseCounter (transient)
pointer pProcData (const, transient)
  // todo: take this out and serialize most things

## Enums

### EProcMeshType

MT_Water
MT_Deform

## Structs

### ProcMeshVertex

Vector Position
Vector Normal
Color Color
float U, V

## Methods

### Inherited From [Actor]]

TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) [simulated]
  Deforms the surface based on the given momentum and spawns the HitEffect or the BigHitEffect.
Touch (Actor Other) [simulated]
  Deforms the surface based on the actor's velocity if the actor can disturb fluid surfaces, i.e. its `bDisturbFluidSurface` property is set to True. In that case the HitEffect or BigHitEffect is spawned.

### Native Functions

ProcPling (vector Position, float Strength, float Radius, out vector EffectLocation, out vector EffectNormal) [native, final]
  Deforms the surface at the specified location (Z component is ignored).

Category Class (UT2003)

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