var DynamicLightEnvironmentComponent LightEnvironment;
defaultproperties
{
WalkingPct=+0.4
CrouchedPct=+0.4
BaseEyeHeight=38.0
EyeHeight=38.0
GroundSpeed=440.0
AirSpeed=440.0
WaterSpeed=220.0
AccelRate=2048.0
JumpZ=322.0
CrouchHeight=29.0
CrouchRadius=21.0
WalkableFloorZ=0.78
Components.Remove(Sprite)
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
bSynthesizeSHLight=TRUE
bIsCharacterLightEnvironment=TRUE
bUseBooleanEnvironmentShadowing=FALSE
End Object
Components.Add(MyLightEnvironment)
LightEnvironment=MyLightEnvironment
Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent
//Your Mesh Properties
SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_ CH_LIAM_Cathode'
AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_ Human'
PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_C H_Corrupt_Male_Physics'
AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman _BaseMale'
Translation=(Z=8.0)
Scale=1.075
//General Mesh Properties
bCacheAnimSequenceNodes=FALSE
AlwaysLoadOnClient=true
AlwaysLoadOnServer=true
bOwnerNoSee=false
CastShadow=true
BlockRigidBody=TRUE
bUpdateSkelWhenNotRendered=false
bIgnoreControllersWhenNotRendered=TRUE
bUpdateKinematicBonesFromAnimation=true
bCastDynamicShadow=true
RBChannel=RBCC_Untitled3
RBCollideWithChannels=(Untitled3=true)
LightEnvironment=MyLightEnvironment
bOverrideAttachmentOwnerVisibility=true
bAcceptsDynamicDecals=FALSE
bHasPhysicsAssetInstance=true
TickGroup=TG_PreAsyncWork
MinDistFactorForKinematicUpdate=0.2
bChartDistanceFactor=true
RBDominanceGroup=20
bUseOnePassLightingOnTranslucency=TRUE
bPerBoneMotionBlur=true
End Object
Mesh=WPawnSkeletalMeshComponent
Components.Add(WPawnSkeletalMeshComponent)
Begin Object Name=CollisionCylinder
CollisionRadius=+0021.000000
CollisionHeight=+0044.000000
End Object
CylinderComponent=CollisionCylinder
}