[Object]
Name=Name
ObjectArchetype=Object Archetype

[DistributionVector]
bCanBeBaked=Can Be Baked
bCanBeBaked.tooltip=Can this variable be baked out to a FRawDistribution? Should be TRUE 99% of the time

[DistributionFloat]
bCanBeBaked=Can Be Baked
bCanBeBaked.tooltip=Can this variable be baked out to a FRawDistribution? Should be TRUE 99% of the time

[Actor]
Location=Location
Location.tooltip=Actor's location; use Move or SetLocation to change.
Rotation=Rotation
Rotation.tooltip=The actor's rotation; use SetRotation to change.
DrawScale=Draw Scale
DrawScale.tooltip=Scaling factor, 1.0=normal size.
DrawScale3D=Draw Scale 3D
DrawScale3D.tooltip=Scaling vector, (1.0,1.0,1.0)=normal size.
PrePivot=Pre Pivot
PrePivot.tooltip=Offset from box center for drawing.
EditorIconColor=Editor Icon Color
EditorIconColor.tooltip=Color to tint the icon for this actor
Physics=Physics
Physics.tooltip=Priority Parameters Actor's current physics mode.
CollisionType=Collision Type
CollisionType.tooltip=enum for LDs to select collision options - sets Actor flags and that of our CollisionComponent via PostEditChange()
Base=Base
Base.tooltip=Actor we're standing on.
bHidden=Hidden
bCanStepUpOn=Can Step Up On
bCanStepUpOn.tooltip=If TRUE, PHYS_Walking will attempt to step up onto this object when it hits it
bAllowFluidSurfaceInteraction=Allow Fluid Surface Interaction
bConsiderAllStaticMeshComponentsForStreaming=Consider All Static Mesh Components For Streaming
bConsiderAllStaticMeshComponentsForStreaming.tooltip=If true, texture streaming code iterates over all StaticMeshComponents found on this actor when building texture streaming information.
bDebug=Debug
bDebug.tooltip=debug
bHardAttach=Hard Attach
bHardAttach.tooltip=Uses 'hard' attachment code. bBlockActor must also be false.\n       This actor cannot then move relative to base (setlocation etc.).\n       Dont set while currently based on something!
bIgnoreBaseRotation=Ignore Base Rotation
bIgnoreBaseRotation.tooltip=If TRUE, this actor ignores the effects of changes in its  base's rotation on its location and rotation.
bShadowParented=Shadow Parented
bShadowParented.tooltip=If TRUE, BaseSkelComponent is used as the shadow parent for this actor.
BlockRigidBody=Block Rigid Body
BlockRigidBody.tooltip=mirrored copy of CollisionComponent's BlockRigidBody for the Actor property window for LDs (so it's next to CollisionType)\n purely for editing convenience and not used at all by the physics code
bCollideComplex=Collide Complex
bCollideComplex.tooltip=Ignore Simple Collision on Static Meshes, and collide per Poly.
bNoEncroachCheck=No Encroach Check
bNoEncroachCheck.tooltip=For encroachers, don't do the overlap check when they move. You will not get touch events for this actor moving, but it is much faster.\n       So if you want touch events from volumes or triggers you need to set this to be FALSE.\n       This is an optimisation for large numbers of PHYS_RigidBody actors for example.
bPhysRigidBodyOutOfWorldCheck=Phys Rigid Body Out Of World Check
bPhysRigidBodyOutOfWorldCheck.tooltip=If true, do a zero-extent trace each frame from old to new Location when in PHYS_RigidBody. If it hits the world (ie might be tunneling), call FellOutOfWorld.
bEdShouldSnap=Ed Should Snap
bEdShouldSnap.tooltip=Snap to grid in editor.
bPathColliding=Path Colliding
bPathColliding.tooltip=this actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)
bLockLocation=Lock Location
bLockLocation.tooltip=always allow Kismet to modify this Actor, even if it's static and not networked (e.g. for server side only stuff)
bDebugEffectIsRelevant=Debug Effect Is Relevant
TickFrequencyAtEndDistance=Tick Frequency At End Distance
TickFrequencyAtEndDistance.tooltip=When the actor is TickFrequencyDecreaseDistanceEnd from the player, tick at this frequency (in seconds, bigger is less frequent ticks). If this is 0, no decrease in frequency will occur
Tag=Tag
Tag.tooltip=Actor's tag name.
Group=Group
Group.tooltip=Actor's group name.
BaseSkelComponent=Base Skel Component
BaseSkelComponent.tooltip=Attachment related variables
BaseBoneName=Base Bone Name
CollisionComponent=Collision Component
CollisionComponent.tooltip=----------------------------------------------------------------------------- Collision. Collision primitive.
RotationRate=Rotation Rate
RotationRate.tooltip=PLEASE NOTE DesiredRotation is removed\n  This DesiredRotation is moved to Pawn to remove redundant variables usage. (i.e. between Pawn and Controller)\n  Pawn now handles all DesiredRotation and it is only one place.\n  All Actor's DesiredRotation won't work anymore - Use RotationRate to control Actor's rotation

[ZoneInfo]
KillZ=Kill Z
KillZ.tooltip=----------------------------------------------------------------------------- Zone properties.
SoftKill=Soft Kill
KillZDamageType=Kill ZDamage Type
bSoftKillZ=Soft Kill Z
bSoftKillZ.tooltip=SoftKill units of grace unless land

[WorldInfo]
DefaultPostProcessSettings=Default Post Process Settings
DefaultPostProcessSettings.tooltip=Default post process settings used by post processing volumes.
WorldPostProcessChain=World Post Process Chain
WorldPostProcessChain.tooltip=The post process chain for the entire world
bPersistPostProcessToNextLevel=Persist Post Process To Next Level
bPersistPostProcessToNextLevel.tooltip=Whether or not post process effects should persist when this level is unloaded
bFogEnabled=Fog Enabled
bBumpOffsetEnabled=Bump Offset Enabled
bNoDefaultInventoryForPlayer=No Default Inventory For Player
bNoDefaultInventoryForPlayer.tooltip=if true, do not grant player with default inventory (presumably, the LD's will be setting it manually)
bNoPathWarnings=No Path Warnings
bNoPathWarnings.tooltip=If true, don't add "no paths from" warnings to map error list in editor.  Useful for maps that don't need AI support, but still have a few NavigationPoint actors in them.
bUseProcBuildingRulesetOverride=Use Proc Building Ruleset Override
bUseProcBuildingRulesetOverride.tooltip=Overriding is useful for doing perf testing / load testing / being able to overcome memory issues in other tools until they are fixed\n withOUT compromising the RuleSet creation process and the application of the rulesets in the level
bSupportDoubleBufferedPhysics=Support Double Buffered Physics
bSupportDoubleBufferedPhysics.tooltip=Double buffered physics compartments enabled
bPhysicsIgnoreDeltaTime=Physics Ignore Delta Time
bPhysicsIgnoreDeltaTime.tooltip=If TRUE, physics simulation will ignore time elapsed between frames, and use (0.033 TimeDilation)
bEnableChanceOfPhysicsChunkOverride=Enable Chance Of Physics Chunk Override
bEnableChanceOfPhysicsChunkOverride.tooltip=If TRUE, uses ChanceOfPhysicsChunkOverride instead of that set in the FracturedStaticMesh.
bLimitExplosionChunkSize=Limit Explosion Chunk Size
bLimitExplosionChunkSize.tooltip=If TRUE, limit the max dimension of the bounding box of a fracture chunk due to explosion to MaxExplosionChunkSize
bLimitDamageChunkSize=Limit Damage Chunk Size
bLimitDamageChunkSize.tooltip=If TRUE, limit the max dimension of the bounding box of a fracture chunk due to weapon damage to bLimitDamageChunkSize
bPrecomputeVisibility=Precompute Visibility
bPrecomputeVisibility.tooltip=Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level. \n Precomputing visibility reduces rendering thread time at the cost of some runtime memory and somewhat increased lighting build times.
bPlaceCellsOnSurfaces=Place Cells On Surfaces
bPlaceCellsOnSurfaces.tooltip=Whether to place visibility cells on shadow casting surfaces only, or everywhere inside Precomputed Visibility Volumes. \n Placing cells everywhere in the volumes is useful for games where the camera is not restrained to an area around the ground,\n But generates a lot more cells than just placing on surfaces, so build times and memory usage will increase.
bAllowLightEnvSphericalHarmonicLights=Allow Light Env Spherical Harmonic Lights
bAllowLightEnvSphericalHarmonicLights.tooltip=Whether to allow spherical harmonic lights on light environments. If FALSE, a cheaper skylight will be used instead.
bAllowModulateBetterShadows=Allow Modulate Better Shadows
bAllowModulateBetterShadows.tooltip=Whether to allow modulate-better shadows.  If FALSE, all modulate-better shadows will be rendered as cheaper modulated shadows.
bIncreaseFogNearPrecision=Increase Fog Near Precision
bIncreaseFogNearPrecision.tooltip=Whether to increase precision close to the camera at the cost of distant precision
bUseGlobalIllumination=Use Global Illumination
bUseGlobalIllumination.tooltip=Whether this level should be using fully-featured global illumination. If not, it will use old-style direct lightmaps.
bForceNoPrecomputedLighting=Force No Precomputed Lighting
bForceNoPrecomputedLighting.tooltip=Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed.\n This is useful for improving iteration in levels with fully dynamic lighting and shadowing.\n Note that any lighting and shadowing interactions that are usually precomputed will be lost if this is enabled.
bSimpleLightmapsStoredInLinearSpace=Simple Lightmaps Stored In Linear Space
bSimpleLightmapsStoredInLinearSpace.tooltip=Enables keeping 'simple' light maps in linear space for enhanced performance on mobile platforms
SquintModeKernelSize=Squint Mode Kernel Size
SquintModeKernelSize.tooltip=Squint mode kernel size (same as DOF).
DefaultReverbSettings=Default Reverb Settings
DefaultReverbSettings.tooltip=Default reverb settings used by reverb volumes.
DefaultAmbientZoneSettings=Default Ambient Zone Settings
DefaultAmbientZoneSettings.tooltip=Default interior settings used by reverb volumes.
FogStart=Fog Start
FogEnd=Fog End
FogColor=Fog Color
BumpEnd=Bump End
StreamingLevels=Streaming Levels
StreamingLevels.tooltip=Level collection. ULevels are referenced by FName (Package name) to avoid serialized references. Also contains offsets in world units
BookMarks=Book Marks
BookMarks.tooltip=Level bookmarks
KismetBookMarks=Kismet Book Marks
KismetBookMarks.tooltip=Kismet bookmarks
ClipPadEntries=Clip Pad Entries
ClipPadEntries.tooltip=Clip pad entries
VisibilityAggressiveness=Visibility Aggressiveness
VisibilityAggressiveness.tooltip=Determines how aggressive precomputed visibility should be.  \n More aggressive settings cull more objects but also cause more visibility errors like popping.
LevelLightingQuality=Level Lighting Quality
LevelLightingQuality.tooltip=The lighting quality the level was last built with
StallZ=Stall Z
StallZ.tooltip=vehicles stall if they reach this
GlobalGravityZ=Global Gravity Z
GlobalGravityZ.tooltip=optional level specific gravity override set by level designer
PackedLightAndShadowMapTextureSize=Packed Light And Shadow Map Texture Size
PackedLightAndShadowMapTextureSize.tooltip=Maximum size of textures for packed light and shadow maps
DefaultColorScale=Default Color Scale
DefaultColorScale.tooltip=Default color scale for the level
GameTypesSupportedOnThisMap=Game Types Supported On This Map
GameTypesSupportedOnThisMap.tooltip=This is the list of GameTypes which this map can support.  This is used for SeekFree loading\n code so the map has a reference to the game type it will be played with so it can cook\n all of the specific assets
GameTypeForPIE=Game Type For PIE
GameTypeForPIE.tooltip=This is the gametype that should be used when starting the map in PIE.
Title=Title
Title.tooltip=title of the map displayed in the UI
Author=Author
MyMapInfo=My Map Info
MyMapInfo.tooltip=game specific map information - access through GetMapInfo()/SetMapInfo()
ProcBuildingRulesetOverride=Proc Building Ruleset Override
MaxPhysicsDeltaTime=Max Physics Delta Time
MaxPhysicsDeltaTime.tooltip=The maximum frame time allowed for physics calculations
PhysicsProperties=Physics Properties
PhysicsProperties.tooltip=Timing parameters for the scene, primary and compartments.
CompartmentRunFrames=Compartment Run Frames
CompartmentRunFrames.tooltip=Which compartments run on which frames (list is cyclic).  An empty list means all compartments run on all frames.
DefaultSkinWidth=Default Skin Width
DefaultSkinWidth.tooltip=Default skin width
ApexLODResourceBudget=Apex LODResource Budget
ApexLODResourceBudget.tooltip=Global APEX resource budget override. If negative the INI setting will be used instead.
DestructibleSettings=Destructible Settings
VerticalProperties=Vertical Properties
VerticalProperties.tooltip=Vertical parameters.
ChanceOfPhysicsChunkOverride=Chance Of Physics Chunk Override
ChanceOfPhysicsChunkOverride.tooltip=Allows global override of the ChanceOfPhysicsChunk setting.
MaxExplosionChunkSize=Max Explosion Chunk Size
MaxExplosionChunkSize.tooltip=Max dimension of the bounding box of a fracture chunk due to explosion.
MaxDamageChunkSize=Max Damage Chunk Size
MaxDamageChunkSize.tooltip=Max dimension of the bounding box of a fracture chunk due to weapon damage.
FractureExplosionVelScale=Fracture Explosion Vel Scale
FractureExplosionVelScale.tooltip=Scaling for chunk thrown out during explosion on a fractured mesh
MaxNumFacturedChunksToSpawnInAFrame=Max Num Factured Chunks To Spawn In AFrame
MaxNumFacturedChunksToSpawnInAFrame.tooltip=Max number of Fractured Chunks to Spawn in a frame.
VisibilityCellSize=Visibility Cell Size
VisibilityCellSize.tooltip=World space size of precomputed visibility cells in x and y.\n Smaller sizes produce more effective occlusion culling at the cost of increased runtime memory usage and lighting build times.
CharacterLitIndirectBrightness=Character Lit Indirect Brightness
CharacterLitIndirectBrightness.tooltip=Brightness applied to the indirect lighting of character light environments that are lit by any dominant light.
CharacterLitIndirectContrastFactor=Character Lit Indirect Contrast Factor
CharacterLitIndirectContrastFactor.tooltip=Contrast factor applied to the indirect lighting of character light environments that are lit by any dominant light.
CharacterShadowedIndirectBrightness=Character Shadowed Indirect Brightness
CharacterShadowedIndirectBrightness.tooltip=Brightness applied to the indirect lighting of character light environments that are shadowed by all dominant lights.
CharacterShadowedIndirectContrastFactor=Character Shadowed Indirect Contrast Factor
CharacterShadowedIndirectContrastFactor.tooltip=Contrast factor applied to the indirect lighting of character light environments that are shadowed by all dominant lights.
CharacterLightingContrastFactor=Character Lighting Contrast Factor
CharacterLightingContrastFactor.tooltip=Increases the contrast of light environment lighting on characters by scaling up the brightest directions and scaling down the rest by this factor. \n Note that this setting only affects light environments completely in shadow from all dominant lights.
ImageReflectionEnvironmentTexture=Image Reflection Environment Texture
ImageReflectionEnvironmentTexture.tooltip=Panoramic environment texture for image reflections. \n The texture should be laid out so that the horizon is along the bottom (v = 0) and straight up in world space is along the top (v = 1).\n The u direction of the texture then corresponds to rotation around the Z world axis.
ImageReflectionEnvironmentColor=Image Reflection Environment Color
ImageReflectionEnvironmentColor.tooltip=Color to be multiplied against ImageReflectionEnvironmentTexture.  Alpha controls brightness.
ImageReflectionEnvironmentRotation=Image Reflection Environment Rotation
ImageReflectionEnvironmentRotation.tooltip=Angle to rotate the environment texture around the world Z axis, in degrees.
LightmassSettings=Lightmass Settings

[Engine]
bUseBackgroundLevelStreaming=Use Background Level Streaming
bUseBackgroundLevelStreaming.tooltip=Whether to allow background level streaming.
bSubtitlesEnabled=Subtitles Enabled
bSubtitlesEnabled.tooltip=Flag for completely disabling subtitles for localized sounds.
bSubtitlesForcedOff=Subtitles Forced Off
bSubtitlesForcedOff.tooltip=Flag for forcibly disabling subtitles even if you try to turn them back on they will be off
bForceStaticTerrain=Force Static Terrain
bForceStaticTerrain.tooltip=Flag for forcing terrain to be 'static' (MinTessellationLevel = MaxTesselationLevel)\n       Game time only...
TimeBetweenPurgingPendingKillObjects=Time Between Purging Pending Kill Objects
TimeBetweenPurgingPendingKillObjects.tooltip=Time in seconds (game time) we should wait between purging object references to objects that are pending kill
C_WorldBox=C_World Box
C_WorldBox.tooltip=Color preferences.
C_BrushWire=C_Brush Wire
C_BrushWire.tooltip=Color preferences.
C_AddWire=C_Add Wire
C_AddWire.tooltip=Color preferences.
C_SubtractWire=C_Subtract Wire
C_SubtractWire.tooltip=Color preferences.
C_SemiSolidWire=C_Semi Solid Wire
C_SemiSolidWire.tooltip=Color preferences.
C_NonSolidWire=C_Non Solid Wire
C_NonSolidWire.tooltip=Color preferences.
C_WireBackground=C_Wire Background
C_WireBackground.tooltip=Color preferences.
C_ScaleBoxHi=C_Scale Box Hi
C_ScaleBoxHi.tooltip=Color preferences.
C_VolumeCollision=C_Volume Collision
C_VolumeCollision.tooltip=Color preferences.
C_BSPCollision=C_BSPCollision
C_BSPCollision.tooltip=Color preferences.
C_OrthoBackground=C_Ortho Background
C_OrthoBackground.tooltip=Color preferences.
C_Volume=C_Volume
C_Volume.tooltip=Color preferences.
C_BrushShape=C_Brush Shape
C_BrushShape.tooltip=Color preferences.
StreamingDistanceFactor=Streaming Distance Factor
StreamingDistanceFactor.tooltip=Fudge factor for tweaking the distance based miplevel determination

[Brush]
CsgOper=Csg Oper
CsgOper.tooltip=----------------------------------------------------------------------------- Variables. CSG operation performed in editor.
BrushColor=Brush Color
BrushColor.tooltip=Information.
bColored=Colored

[Volume]
bForcePawnWalk=Force Pawn Walk
bForcePawnWalk.tooltip=Should pawns be forced to walk when inside this volume?
bProcessAllActors=Process All Actors
bProcessAllActors.tooltip=Should process all actors within this volume

[BlockingVolume]
bBlockCamera=Block Camera
bBlockCamera.tooltip=GameCameras ignore BlockingVolumes with bBlockCamera=false

[DynamicBlockingVolume]
bEnabled=Enabled
bEnabled.tooltip=Is the volume enabled by default?

[CullDistanceVolume]
CullDistances=Cull Distances
CullDistances.tooltip=Array of size and cull distance pairs. The code will calculate the sphere diameter of a primitive's BB and look for a best\n fit in this array to determine which cull distance to use.
bEnabled=Enabled
bEnabled.tooltip=Whether the volume is currently enabled or not.

[LevelGridVolume]
LevelGridVolumeName=Level Grid Volume Name
LevelGridVolumeName.tooltip=Name of this level grid volume, which is also the prefix for level names created for volume.  If empty, the level grid volume actor's name will be used instead.  You should set this name before placing any actors into the level, and never change it afterwards!
CellShape=Cell Shape
CellShape.tooltip=Shape of the cells this grid is composed of
Subdivisions=Subdivisions
Subdivisions.tooltip=The number of streaming volumes should the grid be subdivided into along each axis.  Be careful when changing this after actors have been added to the level grid volume!
LoadingDistance=Loading Distance
LoadingDistance.tooltip=Minimum distance between a grid cell and the viewer before a cell's level will be queued to stream in
KeepLoadedRange=Keep Loaded Range
KeepLoadedRange.tooltip=Extra distance before the LoadingDistance which levels should stay loaded.  This can be used to prevent a level from continuously being loaded and unloaded as the viewer's distance to the cell crosses the LoadingDistance threshold.

[LevelStreamingVolume]
StreamingLevels=Streaming Levels
StreamingLevels.tooltip=Levels affected by this level streaming volume.
bEditorPreVisOnly=Editor Pre Vis Only
bEditorPreVisOnly.tooltip=If TRUE, this streaming volume should only be used for editor streaming level previs.
bDisabled=Disabled
bDisabled.tooltip=If TRUE, this streaming volume is ignored by the streaming volume code.  Used to either\n disable a level streaming volume without disassociating it from the level, or to toggle\n the control of a level's streaming between Kismet and volume streaming.
bTestDistanceToVolume=Test Distance To Volume
bTestDistanceToVolume.tooltip=If TRUE, level will stream when closer than TestVolumeDistance to the volume.
StreamingUsage=Streaming Usage
StreamingUsage.tooltip=Determines what this volume is used for, e.g. whether to control loading, loading and visibility or just visibilty (blocking on load)
TestVolumeDistance=Test Volume Distance
TestVolumeDistance.tooltip=If bTestDistanceToVolume is TRUE, level will stream in if closer than this to volume.

[PhysicsVolume]
ZoneVelocity=Zone Velocity
bVelocityAffectsWalking=Velocity Affects Walking
bPainCausing=Pain Causing
bPainCausing.tooltip=If pain causing, time between damage applications.
bAIShouldIgnorePain=AIShould Ignore Pain
bAIShouldIgnorePain.tooltip=if this is TRUE AI should not treat paths inside this volume differently even if the volume causes pain
bEntryPain=Entry Pain
bEntryPain.tooltip=if bPainCausing, cause pain when something enters the volume in addition to damage each second
bDestructive=Destructive
bDestructive.tooltip=Destroys most actors which enter it.
bNoInventory=No Inventory
bMoveProjectiles=Move Projectiles
bMoveProjectiles.tooltip=this velocity zone should impart velocity to projectiles and effects
bBounceVelocity=Bounce Velocity
bBounceVelocity.tooltip=this velocity zone should bounce actors that land in it
bNeutralZone=Neutral Zone
bNeutralZone.tooltip=If TRUE, crowd agents entering this volume play their death animation.
bCrowdAgentsPlayDeathAnim=Crowd Agents Play Death Anim
bPhysicsOnContact=Physics On Contact
bPhysicsOnContact.tooltip=By default, the origin of an Actor must be inside a PhysicsVolume for it to affect it.\n       If this flag is true though, if this Actor touches the volume at all, it will affect it.
GroundFriction=Ground Friction
TerminalVelocity=Terminal Velocity
DamagePerSec=Damage Per Sec
DamageType=Damage Type
Priority=Priority
Priority.tooltip=determines which PhysicsVolume takes precedence if they overlap
FluidFriction=Fluid Friction
PainInterval=Pain Interval
RigidBodyDamping=Rigid Body Damping
RigidBodyDamping.tooltip=This controls the force that will be applied to PHYS_RigidBody objects in this volume to get them\n       to match the ZoneVelocity.
MaxDampingForce=Max Damping Force
MaxDampingForce.tooltip=Applies a cap on the maximum damping force that is applied to objects.

[GravityVolume]
GravityZ=Gravity Z
GravityZ.tooltip=Gravity along Z axis applied to objects inside this volume.

[LadderVolume]
WallDir=Wall Dir
bNoPhysicalLadder=No Physical Ladder
bNoPhysicalLadder.tooltip=if true, won't push into/keep player against geometry in lookdir
bAutoPath=Auto Path
bAutoPath.tooltip=add top and bottom ladders automatically
bAllowLadderStrafing=Allow Ladder Strafing
bAllowLadderStrafing.tooltip=if true, players on ladder can strafe sideways

[PostProcessVolume]
Priority=Priority
Priority.tooltip=Priority of this volume. In the case of overlapping volumes the one with the highest priority\n is chosen. The order is undefined if two or more overlapping volumes have the same priority.
Settings=Settings
Settings.tooltip=Post process settings to use for this volume.
bEnabled=Enabled
bEnabled.tooltip=Whether this volume is enabled or not.

[PrecomputedVisibilityOverrideVolume]
OverrideVisibleActors=Override Visible Actors
OverrideVisibleActors.tooltip=Array of actors that will always be considered visible by Precomputed Visibility when viewed from inside this volume.
OverrideInvisibleActors=Override Invisible Actors
OverrideInvisibleActors.tooltip=Array of actors that will always be considered invisible by Precomputed Visibility when viewed from inside this volume.

[ReverbVolume]
Priority=Priority
Priority.tooltip=Priority of this volume. In the case of overlapping volumes the one with the highest priority\n is chosen. The order is undefined if two or more overlapping volumes have the same priority.
Settings=Settings
Settings.tooltip=Reverb settings to use for this volume.
AmbientZoneSettings=Ambient Zone Settings
AmbientZoneSettings.tooltip=Interior settings used for this volume

[DynamicSMActor]
StaticMeshComponent=Static Mesh Component
LightEnvironment=Light Environment
bPawnCanBaseOn=Pawn Can Base On
bPawnCanBaseOn.tooltip=If a Pawn can be 'based' on this KActor. If not, they will 'bounce' off when they try to.
bSafeBaseIfAsleep=Safe Base If Asleep
bSafeBaseIfAsleep.tooltip=Pawn can base on this KActor if it is asleep -- Pawn will disable KActor physics while based

[InterpActor]
bDestroyProjectilesOnEncroach=Destroy Projectiles On Encroach
bDestroyProjectilesOnEncroach.tooltip=if set this mover blows up projectiles when it encroaches them
bContinueOnEncroachPhysicsObject=Continue On Encroach Physics Object
bContinueOnEncroachPhysicsObject.tooltip=if set, this mover keeps going if it encroaches an Actor in PHYS_RigidBody.
bStopOnEncroach=Stop On Encroach
bStopOnEncroach.tooltip=true by default, prevents mover from completing the movement that would leave it encroaching another actor
bShouldShadowParentAllAttachedActors=Should Shadow Parent All Attached Actors
bShouldShadowParentAllAttachedActors.tooltip=This is used for having the Actor ShadowParent all of the components that are "SetBased" onto it.  This allows LDs to\n take InterpActors in the level and then SetBase a ton of other meshes to them and not incur multiple shadow casters.
OpenSound=Open Sound
OpenSound.tooltip=sound played when the mover is interpolated forward
OpeningAmbientSound=Opening Ambient Sound
OpeningAmbientSound.tooltip=looping sound while opening
OpenedSound=Opened Sound
OpenedSound.tooltip=sound played when mover finished moving forward
CloseSound=Close Sound
CloseSound.tooltip=sound played when the mover is interpolated in reverse
ClosingAmbientSound=Closing Ambient Sound
ClosingAmbientSound.tooltip=looping sound while closing
ClosedSound=Closed Sound
ClosedSound.tooltip=sound played when mover finished moving backward

[Emitter]
ParticleSystemComponent=Particle System Component
LightEnvironment=Light Environment
bPostUpdateTickGroup=Post Update Tick Group

[HUD]
bShowBadConnectionAlert=Show Bad Connection Alert
bShowBadConnectionAlert.tooltip=Display indication of bad connection (set in C++ based on lag and packetloss).
LocalMessages=Local Messages
ConsoleMessagePosX=Console Message Pos X
ConsoleMessagePosX.tooltip=Canvas to Draw HUD on.\n NOTE: a new Canvas is given every frame, only draw on it from the HUD::PostRender() event
ConsoleMessagePosY=Console Message Pos Y
ConsoleMessagePosY.tooltip=Canvas to Draw HUD on.\n NOTE: a new Canvas is given every frame, only draw on it from the HUD::PostRender() event

[CoverGroup]
CoverLinkRefs=Cover Link Refs
CoverLinkRefs.tooltip=List of cover links in the group
AutoSelectRadius=Auto Select Radius
AutoSelectRadius.tooltip=Radius around group actor to select nodes
AutoSelectHeight=Auto Select Height
AutoSelectHeight.tooltip=Z distance below group actor to select nodes

[GameInfo]
GameReplicationInfoClass=Game Replication Info Class
GameReplicationInfoClass.tooltip=ReplicationInfo
GameInfoClassAliases=Game Info Class Aliases

[Mutator]
GroupNames=Group Names
GroupNames.tooltip=list of groups this mutator is in. Mutators that share any group cannot be activated simultaneously

[Route]
RouteType=Route Type
RouteList=Route List
RouteList.tooltip=List of move targets in order
FudgeFactor=Fudge Factor
FudgeFactor.tooltip=Fudge factor for adjusting to next route position faster
RouteIndexOffset=Route Index Offset
RouteIndexOffset.tooltip=routeindex offset (if you want the routeindex to be offset from the 'closest' route point you can plug an offset in here)

[WindPointSource]
Component=Component

[Inventory]
RespawnTime=Respawn Time
RespawnTime.tooltip=Respawn after this time, 0 for instant.
PickupMessage=Pickup Message
PickupMessage.tooltip=Human readable description when picked up.
PickupSound=Pickup Sound
PickupForce=Pickup Force

[Weapon]
FireInterval=Fire Interval
FireInterval.tooltip=Holds the amount of time a single shot takes
Spread=Spread
Spread.tooltip=How much of a spread between shots
InstantHitDamage=Instant Hit Damage
InstantHitDamage.tooltip=How much damage does a given instanthit shot do
InstantHitMomentum=Instant Hit Momentum
InstantHitMomentum.tooltip=momentum transfer scaling for instant hit damage
EquipTime=Equip Time
EquipTime.tooltip=How long does it take to Equip this weapon
PutDownTime=Put Down Time
PutDownTime.tooltip=How long does it take to put this weapon down
FireOffset=Fire Offset
FireOffset.tooltip=Holds an offest for spawning protectile effects.
WeaponRange=Weapon Range
WeaponRange.tooltip=Range of Weapon, used for Traces (InstantFire, ProjectileFire, AdjustAim...)
Mesh=Mesh
Mesh.tooltip=Weapon Mesh
DefaultAnimSpeed=Default Anim Speed
DefaultAnimSpeed.tooltip=When no duration is specified, speed to play anims.

[MaterialInstanceActor]
MatInst=Mat Inst
MatInst.tooltip=Pointer to MaterialInterface that we want to control paramters of using Matinee.

[NavigationPoint]
bBlocked=Blocked
bBlocked.tooltip=this node is currently unuseable
bOneWayPath=One Way Path
bOneWayPath.tooltip=reachspecs from this path only in the direction the path is facing (180 degrees)
bVehicleDestination=Vehicle Destination
bVehicleDestination.tooltip=if true, forced paths to this node will have max width to accomodate vehicles
bMakeSourceOnly=Make Source Only
bBlockedForVehicles=Blocked For Vehicles
bBlockedForVehicles.tooltip=indicates vehicles cannot use this node
bPreferredVehiclePath=Preferred Vehicle Path
bPreferredVehiclePath.tooltip=vehicles with bUsePreferredVehiclePaths set (large vehicles, usually) will prioritize using these nodes
PathList=Path List
PathList.tooltip=List of navigation points to prevent paths being built to
Volumes=Volumes
Volumes.tooltip=List of volumes containing this navigation point relevant for gameplay
ExtraCost=Extra Cost
ExtraCost.tooltip=Extra weight added by level designer
MaxPathSize=Max Path Size
MaxPathSize.tooltip=path size of the largest ReachSpec in this node's PathList
NavGuid=Nav Guid
NavGuid.tooltip=GUID used for linking paths across levels
NetworkID=Network ID
NetworkID.tooltip=Which navigation network does this navigation point connect to?

[CoverLink]
bDisabled=Disabled
bDisabled.tooltip=Whether cover link is disabled
bClaimAllSlots=Claim All Slots
bClaimAllSlots.tooltip=Claim all slots when someone claims one - used for cover that needs more than one slot, but slots overlap
bAutoAdjust=Auto Adjust
bAutoAdjust.tooltip=Allow auto-adjusting of the Slots orientation/position and covertype?
bCircular=Circular
bCircular.tooltip=Is this circular cover?
bLooped=Looped
bLooped.tooltip=Cover is looped, first slot and last slot should be reachable direclty
bPlayerOnly=Player Only
bPlayerOnly.tooltip=Is this cover restricted to player use?
bFractureOnTouch=Fracture On Touch
bFractureOnTouch.tooltip=This cover fractures when it is interacted with
bDebug_FireLinks=Debug_ Fire Links
bDebug_ExposedLinks=Debug_ Exposed Links
bDebug_CoverGen=Debug_ Cover Gen
bDebug_CoverGen.tooltip=when enabled, extra info will be drawn and printed to the log related to generation of cover information for this link
bDoAutoSlotDensityFixup=Do Auto Slot Density Fixup
bDoAutoSlotDensityFixup.tooltip=Should we automatically insert slots when there is too big of a gap?
Slots=Slots
Slots.tooltip=All slots linked to this node
InvalidateDistance=Invalidate Distance
InvalidateDistance.tooltip=Distance link must move to invalidate it's info
MaxFireLinkDist=Max Fire Link Dist
MaxFireLinkDist.tooltip=Max trace dist for fire links to check
DangerScale=Danger Scale
DangerScale.tooltip=Scale applied to danger cost during path finding for slots of this link
LocationDescription=Location Description
LocationDescription.tooltip=Description for the entire CoverLink.  Can be overridden per-slot.

[DoorMarker]
MyDoor=My Door
MyDoor.tooltip=the door mover associated with this marker
DoorType=Door Type
DoorType.tooltip=how do we open this door?
DoorTrigger=Door Trigger
DoorTrigger.tooltip=trigger for the door; if specified, the opening action will be done to the trigger instead of the door
bWaitUntilCompletelyOpened=Wait Until Completely Opened
bWaitUntilCompletelyOpened.tooltip=if true, AI should wait until the door has completely finished opening before trying to move through
bInitiallyClosed=Initially Closed
bInitiallyClosed.tooltip=if true, means that the initial position of the mover blocks navigation
bBlockedWhenClosed=Blocked When Closed
bBlockedWhenClosed.tooltip=if true, don't even try to go through this path if door is closed

[LiftCenter]
LiftTrigger=Lift Trigger
LiftTrigger.tooltip=if specified, must touch this to start the lift

[LiftExit]
MyLiftCenter=My Lift Center
bExitOnly=Exit Only
bExitOnly.tooltip=if true, can only get off lift here.

[VolumePathNode]
StartingRadius=Starting Radius
StartingRadius.tooltip=when path building, the cylinder starts at this size and does traces/point checks to refine\n to a size that isn't embedded in world geometry\n can be modified by LDs to adjust building behavior
StartingHeight=Starting Height
StartingHeight.tooltip=when path building, the cylinder starts at this size and does traces/point checks to refine\n to a size that isn't embedded in world geometry\n can be modified by LDs to adjust building behavior

[PlayerStart]
bEnabled=Enabled
bPrimaryStart=Primary Start
bPrimaryStart.tooltip=Team specific player start, 255 for any team
TeamIndex=Team Index

[Pylon]
ExpansionVolumes=Expansion Volumes
ExpansionVolumes.tooltip=A list of volumes within which is valid to explore Note this trumps expansion radius
ExpansionRadius=Expansion Radius
ExpansionRadius.tooltip=radius within which expansion will be allowed.  Note if this pylon has an expansion volume linked to it, this parameter has no effect
bDrawEdgePolys=Draw Edge Polys
bDrawPolyBounds=Draw Poly Bounds
bRenderInShowPaths=Render In Show Paths
bDrawWalkableSurface=Draw Walkable Surface
bDrawObstacleSurface=Draw Obstacle Surface
ImposterPylons=Imposter Pylons
ImposterPylons.tooltip=Imposter pylon - this is another pylon which at some point will replace this one due to a gameplay event or some such.  Meshbuild of this\n  pylon will ignore collisions with the imposter pylon (e.g. build through it)
OnBuild_DisableCollisionForThese=On Build_ Disable Collision For These
OnBuild_DisableCollisionForThese.tooltip=when this pylon is being built, disable collision for these actors
OnBuild_EnableCollisionForThese=On Build_ Enable Collision For These
OnBuild_EnableCollisionForThese.tooltip=when this pylon is being built, enable collision for these actors
MaxPolyHeight_Optional=Max Poly Height_ Optional
DebugEdgeCount=Debug Edge Count
DebugEdgeCount.tooltip=debug

[AISwitchablePylon]
bOpen=Open

[Teleporter]
URL=URL
URL.tooltip=----------------------------------------------------------------------------- Teleporter URL can be one of the following forms: TeleporterName            Teleports to a named teleporter in this level.          if none, acts only as a teleporter destination LevelName/TeleporterName     Teleports to a different level on this server. Unreal:Server.domain.com/LevelName/TeleporterName     Teleports to a different server on the net.
ProductRequired=Product Required
ProductRequired.tooltip=----------------------------------------------------------------------------- Product the user must have installed in order to enter the teleporter.
bChangesVelocity=Changes Velocity
bChangesVelocity.tooltip=----------------------------------------------------------------------------- Teleporter destination flags.
bChangesYaw=Changes Yaw
bChangesYaw.tooltip=Sets yaw to teleporter's Rotation.Yaw
bReversesX=Reverses X
bReversesX.tooltip=Reverses X-component of velocity.
bReversesY=Reverses Y
bReversesY.tooltip=Reverses Y-component of velocity.
bReversesZ=Reverses Z
bReversesZ.tooltip=Reverses Z-component of velocity. Teleporter flags
bEnabled=Enabled
bEnabled.tooltip=whether this Teleporter works on vehicles
bCanTeleportVehicles=Can Teleport Vehicles
TargetVelocity=Target Velocity
TargetVelocity.tooltip=----------------------------------------------------------------------------- Teleporter destination directions.

[Note]
Text=Text

[Projectile]
Speed=Speed
Speed.tooltip=Initial speed of projectile.
MaxSpeed=Max Speed
MaxSpeed.tooltip=Limit on speed of projectile (0 means no limit).
Damage=Damage
Damage.tooltip=Damage done by the projectile
DamageRadius=Damage Radius
DamageRadius.tooltip=Radius of effect in which damage is applied.
MomentumTransfer=Momentum Transfer
MomentumTransfer.tooltip=Momentum magnitude imparted by impacting projectile.
SpawnSound=Spawn Sound
SpawnSound.tooltip=Sound made when projectile is spawned.
ImpactSound=Impact Sound
ImpactSound.tooltip=Sound made when projectile hits something.

[SceneCaptureActor]
SceneCapture=Scene Capture
SceneCapture.tooltip=component that renders the scene to a texture

[SceneCaptureReflectActor]
StaticMesh=Static Mesh
StaticMesh.tooltip=draws the face using a static mesh

[PortalTeleporter]
SisterPortal=Sister Portal
SisterPortal.tooltip=destination portal
TextureResolutionX=Texture Resolution X
TextureResolutionX.tooltip=resolution for texture render target; must be a power of 2
TextureResolutionY=Texture Resolution Y
TextureResolutionY.tooltip=resolution for texture render target; must be a power of 2
bMovablePortal=Movable Portal
bMovablePortal.tooltip=whether or not encroachers (movers, vehicles, and such) can move this portal

[StaticMeshActor]
StaticMeshComponent=Static Mesh Component
bDisableAutoBaseOnProcBuilding=Disable Auto Base On Proc Building
bDisableAutoBaseOnProcBuilding.tooltip=If checked, this actor will not try to set its base to any proc building below it.

[StaticMeshActorBasedOnExtremeContent]
StaticMeshComponent=Static Mesh Component
ExtremeContent=Extreme Content
ExtremeContent.tooltip=The material to use for ExtremeContent (e.g. blood and gore!)
NonExtremeContent=Non Extreme Content
NonExtremeContent.tooltip=The material to use for NonExtremeContent (e.g. blackness everywhere there used to be blood and gore)

[Trigger]
CylinderComponent=Cylinder Component
CylinderComponent.tooltip=Base cylinder component for collision
AITriggerDelay=AITrigger Delay
AITriggerDelay.tooltip=how long bRecentlyTriggered should stay set after each triggering

[AudioComponent]
SoundCue=Sound Cue
InstanceParameters=Instance Parameters
InstanceParameters.tooltip=Array of per-instance parameters for this AudioComponent.
VolumeMultiplier=Volume Multiplier
VolumeMultiplier.tooltip=Serialized multipliers used to e.g. override volume for ambient sound actors.
PitchMultiplier=Pitch Multiplier
HighFrequencyGainMultiplier=High Frequency Gain Multiplier

[HeightFogComponent]
bEnabled=Enabled
bEnabled.tooltip=True if the fog is enabled.
Density=Density
Density.tooltip=affects the scale for the fog layer's thickness
LightBrightness=Light Brightness
LightBrightness.tooltip=affects the inscattering color
LightColor=Light Color
LightColor.tooltip=Fog color to blend with the scene
ExtinctionDistance=Extinction Distance
ExtinctionDistance.tooltip=The distance at which light passing through the fog is 100% extinguished.
StartDistance=Start Distance
StartDistance.tooltip=distance at which fog starts affecting the scene

[PrimitiveComponent]
ReplacementPrimitive=Replacement Primitive
ReplacementPrimitive.tooltip=Replacement primitive to draw instead of this one (multiple UPrim's will point to the same Replacement)
MinDrawDistance=Min Draw Distance
MinDrawDistance.tooltip=The minimum distance at which the primitive should be rendered, \n measured in world space units from the center of the primitive's bounding sphere to the camera position.
MassiveLODDistance=Massive LODDistance
MassiveLODDistance.tooltip=The distance at which the renderer will switch from parent (low LOD) to children (high LOD).\n This is basically the same as MinDrawDistance, except that the low LOD will draw even up close, if there are no children.\n This is needed so the high lod meshes can be in a streamable sublevel, and if streamed out, the low LOD will draw up close.
MaxDrawDistance=Max Draw Distance
MaxDrawDistance.tooltip=Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object. \n This is renamed to LDMaxDrawDistance in c++
CachedMaxDrawDistance=Cached Max Draw Distance
CachedMaxDrawDistance.tooltip=The distance to cull this primitive at.  \n A CachedMaxDrawDistance of 0 indicates that the primitive should not be culled by distance.
DepthPriorityGroup=Depth Priority Group
DepthPriorityGroup.tooltip=The scene depth priority group to draw the primitive in.
DetailMode=Detail Mode
DetailMode.tooltip=If detail mode is >= system detail mode, primitive won't be rendered.
RBChannel=RBChannel
RBChannel.tooltip=Enum indicating what type of object this should be considered for rigid body collision.
RBDominanceGroup=RBDominance Group
RBDominanceGroup.tooltip=Used for creating one-way physics interactions (via constraints or contacts)\n       Groups with lower RBDominanceGroup push around higher values in a 'one way' fashion. Must be <32.
MotionBlurScale=Motion Blur Scale
MotionBlurScale.tooltip=Scalar controlling the amount of motion blur to be applied when object moves
bAllowCullDistanceVolume=Allow Cull Distance Volume
bAllowCullDistanceVolume.tooltip=Whether to accept cull distance volumes to modify cached cull distance.
HiddenGame=Hidden Game
HiddenEditor=Hidden Editor
bOwnerNoSee=Owner No See
bOwnerNoSee.tooltip=If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly.
bOnlyOwnerSee=Only Owner See
bOnlyOwnerSee.tooltip=If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly.
bIgnoreOwnerHidden=Ignore Owner Hidden
bIgnoreOwnerHidden.tooltip=If true, bHidden on the Owner of this component will be ignored.
bAllowApproximateOcclusion=Allow Approximate Occlusion
bAllowApproximateOcclusion.tooltip=If this is True, this component doesn't need exact occlusion info.
bForceMipStreaming=Force Mip Streaming
bForceMipStreaming.tooltip=If TRUE, forces mips for textures used by this component to be resident when this component's level is loaded.
bAcceptsStaticDecals=Accepts Static Decals
bAcceptsStaticDecals.tooltip=If TRUE, this primitive accepts static level placed decals in the editor.
bAcceptsDynamicDecals=Accepts Dynamic Decals
bAcceptsDynamicDecals.tooltip=If TRUE, this primitive accepts dynamic decals spawned during gameplay.
CastShadow=Cast Shadow
CastShadow.tooltip=Whether to cast any shadows or not\n \n controls whether the primitive component should cast a shadow or not. Currently dynamic primitives will not receive shadows from static objects unless both this flag and bCastDynamicSahdow are enabled.
bForceDirectLightMap=Force Direct Light Map
bForceDirectLightMap.tooltip=If true, forces all static lights to use light-maps for direct lighting on this primitive, regardless of the light's UseDirectLightMap property.\n \n forces the use of lightmaps for all static lights affecting this primitive even though the light might not be set to use light maps. This means that the primitive will not receive any shadows from dynamic objects obstructing static lights. It will correctly shadow in the case of dynamic lights
bCastDynamicShadow=Cast Dynamic Shadow
bCastDynamicShadow.tooltip=If false, primitive does not cast dynamic shadows.\n \n controls whether the primitive should cast shadows in the case of non precomputed shadowing like e.g. the primitive being in between a light and a dynamic object. This flag is only used if CastShadow is TRUE. Currently dynamic primitives will not receive shadows from static objects unless both this flag and CastShadow are enabled.
bCastStaticShadow=Cast Static Shadow
bCastStaticShadow.tooltip=Whether the primitive casts static shadows.
bSelfShadowOnly=Self Shadow Only
bSelfShadowOnly.tooltip=If true, the primitive will only shadow itself and will not cast a shadow on other primitives. \n This can be used as an optimization when the shadow on other primitives won't be noticeable.
bAcceptsDynamicDominantLightShadows=Accepts Dynamic Dominant Light Shadows
bAcceptsDynamicDominantLightShadows.tooltip=Optimization for objects which don't need to receive dominant light shadows. \n This is useful for objects which eat up a lot of GPU time and are heavily texture bound yet never receive noticeable shadows from dominant lights like trees.
bCastHiddenShadow=Cast Hidden Shadow
bCastHiddenShadow.tooltip=If TRUE, the primitive will cast shadows even if bHidden is TRUE.\n \n       Controls whether the primitive should cast shadows when hidden.\n       This flag is only used if CastShadow is TRUE.
bCastShadowAsTwoSided=Cast Shadow As Two Sided
bCastShadowAsTwoSided.tooltip=Whether this primitive should cast dynamic shadows as if it were a two sided material.
bAcceptsLights=Accepts Lights
bAcceptsLights.tooltip=Does this primitive accept lights?\n \n controls whether the primitive accepts any lights. Should be set to FALSE for e.g. unlit objects as its a nice optimization - especially for larger objects.
bAcceptsDynamicLights=Accepts Dynamic Lights
bAcceptsDynamicLights.tooltip=Whether this primitives accepts dynamic lights\n \n controls whether the object should be affected by dynamic lights.
bUseOnePassLightingOnTranslucency=Use One Pass Lighting On Translucency
bUseOnePassLightingOnTranslucency.tooltip=If TRUE, dynamically lit translucency on this primitive will render in one pass, \n Which is cheaper and ensures correct blending but approximates lighting using one directional light and all other lights in an unshadowed SH environment.\n If FALSE, dynamically lit translucency will render in multiple passes which uses more shader instructions and results in incorrect blending.
bUsePrecomputedShadows=Use Precomputed Shadows
bUsePrecomputedShadows.tooltip=Whether the primitive supports/ allows static shadowing
CollideActors=Collide Actors
CollideActors.tooltip=Collision flags.
BlockActors=Block Actors
BlockZeroExtent=Block Zero Extent
BlockNonZeroExtent=Block Non Zero Extent
CanBlockCamera=Can Block Camera
CanBlockCamera.tooltip=TRUE if this primitive is eligible to block camera traces, FALSE if the camera should ignore it.
BlockRigidBody=Block Rigid Body
bBlockFootPlacement=Block Foot Placement
bBlockFootPlacement.tooltip=If TRUE will block foot placement line checks (default). FALSE will skip right through.
bDisableAllRigidBody=Disable All Rigid Body
bDisableAllRigidBody.tooltip=Never create any physics engine representation for this body.
bSkipRBGeomCreation=Skip RBGeom Creation
bSkipRBGeomCreation.tooltip=When creating rigid body, will skip normal geometry creation step, and will rely on ModifyNxActorDesc to fill in geometry.
bNotifyRigidBodyCollision=Notify Rigid Body Collision
bNotifyRigidBodyCollision.tooltip=Flag that indicates if OnRigidBodyCollision function should be called for physics collisions involving this PrimitiveComponent.
bFluidDrain=Fluid Drain
bFluidDrain.tooltip=Whether this object should act as a 'drain' for fluid, and destroy fluid particles when they contact it.
bFluidTwoWay=Fluid Two Way
bFluidTwoWay.tooltip=Indicates that fluid interaction with this object should be 'two-way' - that is, force should be applied to both fluid and object.
bIgnoreRadialImpulse=Ignore Radial Impulse
bIgnoreRadialImpulse.tooltip=Will ignore radial impulses applied to this component.
bIgnoreRadialForce=Ignore Radial Force
bIgnoreRadialForce.tooltip=Will ignore radial forces applied to this component.
bIgnoreForceField=Ignore Force Field
bIgnoreForceField.tooltip=Will ignore force field applied to this component.
bUseCompartment=Use Compartment
bUseCompartment.tooltip=Place into a NxCompartment that will run in parallel with the primary scene's physics with potentially different simulation parameters.\n  If double buffering is enabled in the WorldInfo then physics will run in parallel with the entire game for this component.
bIgnoreHiddenActorsMembership=Ignore Hidden Actors Membership
bIgnoreHiddenActorsMembership.tooltip=Allow certain components to render even if the parent actor is part of the camera's HiddenActors array.
AbsoluteTranslation=Absolute Translation
AbsoluteRotation=Absolute Rotation
AbsoluteScale=Absolute Scale
TranslucencySortPriority=Translucency Sort Priority
TranslucencySortPriority.tooltip=Translucent objects with a lower sort priority draw behind objects with a higher priority.\n Translucent objects with the same priority are rendered from back-to-front based on their bounds origin.\n \n Ignored if the object is not translucent.  The default priority is zero.\n Warning: This should never be set to a non-default value unless you know what you are doing, as it will prevent the renderer from sorting correctly.  \n It is especially problematic on dynamic gameplay effects.
LightingChannels=Lighting Channels
LightingChannels.tooltip=Lighting channels controlling light/ primitive interaction. Only allows interaction if at least one channel is shared
RBCollideWithChannels=RBCollide With Channels
RBCollideWithChannels.tooltip=Types of objects that this physics objects will collide with.
PhysMaterialOverride=Phys Material Override
PhysMaterialOverride.tooltip=Allows you to override the PhysicalMaterial to use for this PrimitiveComponent.
Translation=Translation
Rotation=Rotation
Scale=Scale
Scale3D=Scale 3D
BoundsScale=Bounds Scale
BoundsScale.tooltip=Scales the bounds of the object.\n This is useful when using World Position Offset to animate the vertices of the object outside of its bounds. \n Warning: Increasing the bounds of an object will reduce performance and shadow quality!\n Currently only used by StaticMeshComponent and SkeletalMeshComponent.

[ArrowComponent]
ArrowColor=Arrow Color
ArrowSize=Arrow Size
bTreatAsASprite=Treat As ASprite
bTreatAsASprite.tooltip=If TRUE, don't show the arrow when SHOW_Sprites is disabled.

[BrushComponent]
bBlockComplexCollisionTrace=Block Complex Collision Trace
bBlockComplexCollisionTrace.tooltip=Normally a blocking volume is considered 'pure simplified collision', so when tracing for complex collision, never collide \n       This flag overrides that behaviour

[CylinderComponent]
CollisionHeight=Collision Height
CollisionRadius=Collision Radius
CylinderColor=Cylinder Color
CylinderColor.tooltip=Color used to draw the cylinder.

[DrawBoxComponent]
BoxColor=Box Color
BoxMaterial=Box Material
BoxExtent=Box Extent
bDrawWireBox=Draw Wire Box
bDrawLitBox=Draw Lit Box
bDrawOnlyIfSelected=Draw Only If Selected

[DrawCapsuleComponent]
CapsuleColor=Capsule Color
CapsuleMaterial=Capsule Material
CapsuleHeight=Capsule Height
CapsuleRadius=Capsule Radius
bDrawWireCapsule=Draw Wire Capsule
bDrawLitCapsule=Draw Lit Capsule
bDrawOnlyIfSelected=Draw Only If Selected

[DrawConeComponent]
ConeColor=Cone Color
ConeRadius=Cone Radius
ConeAngle=Cone Angle
ConeSides=Cone Sides

[DrawCylinderComponent]
CylinderColor=Cylinder Color
CylinderMaterial=Cylinder Material
CylinderRadius=Cylinder Radius
CylinderTopRadius=Cylinder Top Radius
CylinderHeight=Cylinder Height
CylinderHeightOffset=Cylinder Height Offset
CylinderSides=Cylinder Sides
bDrawWireCylinder=Draw Wire Cylinder
bDrawLitCylinder=Draw Lit Cylinder
bDrawOnlyIfSelected=Draw Only If Selected

[DrawFrustumComponent]
FrustumColor=Frustum Color
FrustumColor.tooltip=Color to draw the wireframe frustum.
FrustumAngle=Frustum Angle
FrustumAngle.tooltip=Angle of longest dimension of view shape. \n  If the angle is 0 then an orthographic projection is used
FrustumAspectRatio=Frustum Aspect Ratio
FrustumAspectRatio.tooltip=Ratio of horizontal size over vertical size.
FrustumStartDist=Frustum Start Dist
FrustumStartDist.tooltip=Distance from origin to start drawing the frustum.
FrustumEndDist=Frustum End Dist
FrustumEndDist.tooltip=Distance from origin to stop drawing the frustum.
Texture=Texture
Texture.tooltip=optional texture to show on the near plane

[DrawQuadComponent]
Texture=Texture
Texture.tooltip=Texture source to draw on quad face
Width=Width
Width.tooltip=Width of quad face
Height=Height
Height.tooltip=Height of quad face

[DrawSphereComponent]
SphereColor=Sphere Color
SphereMaterial=Sphere Material
SphereRadius=Sphere Radius
SphereSides=Sphere Sides
bDrawWireSphere=Draw Wire Sphere
bDrawLitSphere=Draw Lit Sphere
bDrawOnlyIfSelected=Draw Only If Selected

[SpriteComponent]
Sprite=Sprite
bIsScreenSizeScaled=Is Screen Size Scaled
ScreenSize=Screen Size
U=U
UL=UL
V=V
VL=VL

[RadialBlurComponent]
Material=Material
Material.tooltip=Material to affect radial blur opacity/color
DepthPriorityGroup=Depth Priority Group
DepthPriorityGroup.tooltip=Scene DPG determines order in which effect is drawn
BlurScale=Blur Scale
BlurScale.tooltip=Scale for the overall blur vectors
BlurFalloffExponent=Blur Falloff Exponent
BlurFalloffExponent.tooltip=Exponent for falloff rate of blur vectors
BlurOpacity=Blur Opacity
BlurOpacity.tooltip=Amount to alpha blend the blur effect with the existing scene
MaxCullDistance=Max Cull Distance
MaxCullDistance.tooltip=Max distance where effect is rendered. If further than this then culled
DistanceFalloffExponent=Distance Falloff Exponent
DistanceFalloffExponent.tooltip=Rate of falloff based on distance from view origin
bRenderAsVelocity=Render As Velocity
bRenderAsVelocity.tooltip=if TRUE then radial blur vectors are rendered to the velocity buffer \n instead of being used to manually sampling scene color values
bEnabled=Enabled
bEnabled.tooltip=if TRUE the effect is enabled and rendered in the scene

[SceneCaptureComponent]
bEnabled=Enabled
bEnabled.tooltip=Turn the scene capture on/off
bEnablePostProcess=Enable Post Process
bEnablePostProcess.tooltip=toggle scene post-processing
bEnableFog=Enable Fog
bEnableFog.tooltip=toggle fog
bUseMainScenePostProcessSettings=Use Main Scene Post Process Settings
bUseMainScenePostProcessSettings.tooltip=If TRUE then use the main scene's post process settings when capturing
bSkipUpdateIfTextureUsersOccluded=Skip Update If Texture Users Occluded
bSkipUpdateIfTextureUsersOccluded.tooltip=if true, skip updating the scene capture if the users of the texture have not been rendered recently
bSkipUpdateIfOwnerOccluded=Skip Update If Owner Occluded
bSkipUpdateIfOwnerOccluded.tooltip=if true, skip updating the scene capture if the Owner of the component has not been rendered recently
bSkipRenderingDepthPrepass=Skip Rendering Depth Prepass
bSkipRenderingDepthPrepass.tooltip=if true, skip the depth prepass when rendering the scene capture.\n    The prepass CPU cost is not worth the GPU savings when the scene capture is small.
ClearColor=Clear Color
ClearColor.tooltip=background color
ViewMode=View Mode
ViewMode.tooltip=how to draw the scene
SceneLOD=Scene LOD
SceneLOD.tooltip=NOT IMPLEMENTED! level-of-detail setting
FrameRate=Frame Rate
FrameRate.tooltip=rate to capture the scene,\n TimeBetweenCaptures = Max( 1/FrameRate, DeltaTime),\n if the FrameRate is 0 then the scene is captured only once
PostProcess=Post Process
PostProcess.tooltip=Chain of post process effects for this post process view
MaxUpdateDist=Max Update Dist
MaxUpdateDist.tooltip=if > 0, skip updating the scene capture if the Owner is further than this many units away from the viewer
MaxViewDistanceOverride=Max View Distance Override
MaxViewDistanceOverride.tooltip=if > 0, sets a maximum render distance override.  Can be used to cull distant objects from a reflection if\n   the reflecting plane is in an enclosed area like a hallway or room
MaxStreamingUpdateDist=Max Streaming Update Dist
MaxStreamingUpdateDist.tooltip=if > 0, skip streaming texture updates for the scene capture if the Owner is further than this many units away from the viewer.\n if == 0, then view information for this scene capture is not used by texture streaming manager for updates.

[SceneCapture2DComponent]
TextureTarget=Texture Target
TextureTarget.tooltip=render target resource to set as target for capture
FieldOfView=Field Of View
FieldOfView.tooltip=horizontal field of view
NearPlane=Near Plane
NearPlane.tooltip=near plane clip distance
FarPlane=Far Plane
FarPlane.tooltip=far plane clip distance: <= 0 means no far plane

[SceneCaptureCubeMapComponent]
TextureTarget=Texture Target
TextureTarget.tooltip=texture targets for the six cubemap faces
NearPlane=Near Plane
NearPlane.tooltip=near plane clip distance
FarPlane=Far Plane
FarPlane.tooltip=far plane clip distance

[SceneCapturePortalComponent]
TextureTarget=Texture Target
TextureTarget.tooltip=render target resource to set as target for capture
ScaleFOV=Scale FOV
ScaleFOV.tooltip=scale field of view so that there can be some overdraw
ViewDestination=View Destination
ViewDestination.tooltip=actor at the target view location for this portal\n (this will be the point where the scene is captured from)

[SceneCaptureReflectComponent]
TextureTarget=Texture Target
TextureTarget.tooltip=render target resource to set as target for capture
ScaleFOV=Scale FOV
ScaleFOV.tooltip=scale field of view so that there can be some overdraw

[WindDirectionalSourceComponent]
Strength=Strength
Phase=Phase
Frequency=Frequency
Speed=Speed

[WindPointSourceComponent]
Radius=Radius

[ActorFactoryActor]
ActorClass=Actor Class

[ActorFactoryAI]
ControllerClass=Controller Class
PawnClass=Pawn Class
PawnName=Pawn Name
bGiveDefaultInventory=Give Default Inventory
bGiveDefaultInventory.tooltip=whether or not to give the spawned Pawn the default inventory for the gametype being played
InventoryList=Inventory List
InventoryList.tooltip=additional inventory to give the Pawn
TeamIndex=Team Index
TeamIndex.tooltip=what team to put the AI on

[ActorFactoryAmbientSound]
AmbientSoundCue=Ambient Sound Cue

[ActorFactoryAmbientSoundSimple]
SoundNodeWave=Sound Node Wave

[ActorFactoryApexDestructible]
bStartAwake=Start Awake
bStartAwake.tooltip=Starts the actor in an awake(dynamic) state
RBChannel=RBChannel
RBChannel.tooltip=Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent.
CollideWithChannels=Collide With Channels
CollideWithChannels.tooltip=Define the channels with which this actor will collide.
DestructibleAsset=Destructible Asset

[ActorFactoryArchetype]
ArchetypeActor=Archetype Actor

[ActorFactoryDynamicSM]
StaticMesh=Static Mesh
DrawScale3D=Draw Scale 3D
bNoEncroachCheck=No Encroach Check
bNoEncroachCheck.tooltip=For encroachers, don't do the overlap check when they move. You will not get touch events for this actor moving, but it is much faster.\n       So if you want touch events from volumes or triggers you need to set this to be FALSE.\n       This is an optimisation for large numbers of PHYS_RigidBody actors for example.\n       @see Actor.uc bNoEncroachCheck
bNotifyRigidBodyCollision=Notify Rigid Body Collision
bBlockRigidBody=Block Rigid Body
bUseCompartment=Use Compartment
bUseCompartment.tooltip=Try and use physics hardware for this spawned object.
bCastDynamicShadow=Cast Dynamic Shadow
bCastDynamicShadow.tooltip=If false, primitive does not cast dynamic shadows.
CollisionType=Collision Type

[ActorFactoryRigidBody]
bStartAwake=Start Awake
bStartAwake.tooltip=Should spawned Actor start simulating as soon as its created, or be 'asleep' until hit.
bDamageAppliesImpulse=Damage Applies Impulse
bDamageAppliesImpulse.tooltip=Sets the bDamageAppliesImpulse flag on the new Actor.
bLocalSpaceInitialVelocity=Local Space Initial Velocity
bLocalSpaceInitialVelocity.tooltip=Indicates if the initial velocity settings below should be considered in the world space or local space of the spawn target actor.
bEnableStayUprightSpring=Enable Stay Upright Spring
bEnableStayUprightSpring.tooltip=Enable 'Stay upright' torque, that tries to keep Z axis of KActor pointing along world Z
InitialVelocity=Initial Velocity
InitialVelocity.tooltip=Velocity that new rigid bodies will have when created. In the ref frame of the spawn target actor.
AdditionalVelocity=Additional Velocity
AdditionalVelocity.tooltip=If valid, Velocity added to InitialVelocity when creating actor.\n       This is here in addition to InitialVelocity to maintain backwards compatibility.
InitialAngularVelocity=Initial Angular Velocity
InitialAngularVelocity.tooltip=If valid, Angular Velocity given to newly spawned Actor.
RBChannel=RBChannel
RBChannel.tooltip=Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent.
StayUprightTorqueFactor=Stay Upright Torque Factor
StayUprightTorqueFactor.tooltip=Torque applied to try and keep KActor horizontal.
StayUprightMaxTorque=Stay Upright Max Torque
StayUprightMaxTorque.tooltip=Max torque that can be applied to try and keep KActor horizontal

[ActorFactoryEmitter]
ParticleSystem=Particle System

[ActorFactoryFracturedStaticMesh]
FracturedStaticMesh=Fractured Static Mesh
DrawScale3D=Draw Scale 3D

[ActorFactoryLensFlare]
LensFlareObject=Lens Flare Object

[ActorFactoryPhysicsAsset]
PhysicsAsset=Physics Asset
SkeletalMesh=Skeletal Mesh
bStartAwake=Start Awake
bDamageAppliesImpulse=Damage Applies Impulse
bNotifyRigidBodyCollision=Notify Rigid Body Collision
bUseCompartment=Use Compartment
bUseCompartment.tooltip=Try and use physics hardware for this spawned object.
bCastDynamicShadow=Cast Dynamic Shadow
bCastDynamicShadow.tooltip=If false, primitive does not cast dynamic shadows.
InitialVelocity=Initial Velocity
DrawScale3D=Draw Scale 3D

[ActorFactorySkeletalMesh]
SkeletalMesh=Skeletal Mesh
AnimSet=Anim Set
AnimSequenceName=Anim Sequence Name

[ActorFactoryStaticMesh]
StaticMesh=Static Mesh
DrawScale3D=Draw Scale 3D

[ActorFactoryVehicle]
VehicleClass=Vehicle Class

[BookMark]
Location=Location
Location.tooltip=Camera position/rotation
Rotation=Rotation
HiddenLevels=Hidden Levels
HiddenLevels.tooltip=Array of levels that are hidden

[BookMark2D]
Zoom2D=Zoom 2D
Zoom2D.tooltip=Zoom of the camera
Location=Location
Location.tooltip=Location of the camera

[PlayerController]
PlayerCamera=Player Camera
PlayerCamera.tooltip=Camera associated with this Player Controller
bDebugClientAdjustPosition=Debug Client Adjust Position
bDebugClientAdjustPosition.tooltip=debug
PlayerInput=Player Input
PlayerInput.tooltip=Object within playercontroller that manages player input.

[ClipPadEntry]
Title=Title
Title.tooltip=User specified name
Text=Text
Text.tooltip=The text copied/pasted

[CurveEdPresetCurve]
CurveName=Curve Name
CurveName.tooltip=Name of the curve

[DamageType]
bArmorStops=Armor Stops
bArmorStops.tooltip=does regular armor provide protection against this damage
bCausesFracture=Causes Fracture
bRadialDamageVelChange=Radial Damage Vel Change
bRadialDamageVelChange.tooltip=When applying radial impulses, whether to treat as impulse or velocity change.
KDamageImpulse=KDamage Impulse
KDamageImpulse.tooltip=magnitude of impulse applied to KActor due to this damage type.
KDeathVel=KDeath Vel
KDeathVel.tooltip=How fast ragdoll moves upon death
KDeathUpKick=KDeath Up Kick
KDeathUpKick.tooltip=Size of impulse to apply when doing radial damage.
RadialDamageImpulse=Radial Damage Impulse

[DistributionFloatConstant]
Constant=Constant
Constant.tooltip=This float will be returned for all values of time.

[DistributionFloatParameterBase]
ParameterName=Parameter Name
MinInput=Min Input
MaxInput=Max Input
MinOutput=Min Output
MaxOutput=Max Output
ParamMode=Param Mode

[DistributionFloatConstantCurve]
ConstantCurve=Constant Curve
ConstantCurve.tooltip=Keyframe data for how output constant varies over time.

[DistributionFloatUniform]
Min=Min
Min.tooltip=Low end of output float distribution.
Max=Max
Max.tooltip=High end of output float distribution.

[DistributionFloatUniformCurve]
ConstantCurve=Constant Curve
ConstantCurve.tooltip=Keyframe data for how output constant varies over time.

[DistributionVectorConstant]
Constant=Constant
Constant.tooltip=This vector will be returned for all input times.
LockedAxes=Locked Axes

[DistributionVectorParameterBase]
ParameterName=Parameter Name
MinInput=Min Input
MaxInput=Max Input
MinOutput=Min Output
MaxOutput=Max Output
ParamModes=Param Modes

[DistributionVectorConstantCurve]
ConstantCurve=Constant Curve
ConstantCurve.tooltip=Keyframe data for each component (X,Y,Z) over time.
LockedAxes=Locked Axes

[DistributionVectorUniform]
Max=Max
Max.tooltip=Upper end of vector magnitude range.
Min=Min
Min.tooltip=Lower end of vector magnitude range.
bUseExtremes=Use Extremes
LockedAxes=Locked Axes
MirrorFlags=Mirror Flags

[DistributionVectorUniformCurve]
ConstantCurve=Constant Curve
ConstantCurve.tooltip=Keyframe data for how output constant varies over time.
bUseExtremes=Use Extremes
LockedAxes=Locked Axes
MirrorFlags=Mirror Flags

[EdCoordSystem]
M=M
M.tooltip=The matrix that defines this coordinate system.
Desc=Desc
Desc.tooltip=A human readable description for use in the editor UI.

[FaceFXAnimSet]
DefaultFaceFXAsset=Default Face FXAsset
DefaultFaceFXAsset.tooltip=Default FaceFXAsset to use when editing this FaceFXAnimSet etc. \n  Is the one that was used as the basis for creating this AnimSet.

[FaceFXAsset]
PreviewMorphSets=Preview Morph Sets
PreviewMorphSets.tooltip=MorphTargetSets used when previewing this FaceFXAsset in FaceFX Studio.\n  Note that these are only valid in the editor.

[Font]
Characters=Characters
Characters.tooltip=List of characters in the font.  For a MultiFont, this will include all characters in all sub-fonts!  Thus,\n    the number of characters in this array isn't necessary the number of characters available in the font
EmScale=Em Scale
EmScale.tooltip=Font metrics.
Ascent=Ascent
Descent=Descent
Leading=Leading
Kerning=Kerning
Kerning.tooltip=Default horizontal spacing between characters when rendering text with this font
ImportOptions=Import Options
ImportOptions.tooltip=Options used when importing this font

[MultiFont]
ResolutionTestTable=Resolution Test Table
ResolutionTestTable.tooltip=Holds a list of resolutions that map to a given set of font pages

[FontImportOptions]
Data=Data
Data.tooltip=The actual data for this object.  We wrap it in a struct so that we can copy it around between objects.

[ForceFeedbackWaveform]
bIsLooping=Is Looping
bIsLooping.tooltip=Whether this waveform should be looping or not
Samples=Samples
Samples.tooltip=The list of samples that make up this waveform
WaveformFalloffStartDistance=Waveform Falloff Start Distance
WaveformFalloffStartDistance.tooltip=The distance at which the waveform starts to falloff in strength
MaxWaveformDistance=Max Waveform Distance
MaxWaveformDistance.tooltip=The distance at which the waveform is no longer felt

[InterpTrack]
ActiveCondition=Active Condition
ActiveCondition.tooltip=Sets the condition that must be met for this track to be enabled

[KMeshProps]
COMNudge=COMNudge
COMNudge.tooltip=User-entered offset. UNREAL UNITS
AggGeom=Agg Geom

[LevelStreaming]
PackageName=Package Name
PackageName.tooltip=Name of the level package name used for loading.
Offset=Offset
Offset.tooltip=Offset applied to actors after loading.
bShouldBeVisibleInEditor=Should Be Visible In Editor
bShouldBeVisibleInEditor.tooltip=Whether this level should be visible in the Editor
bLocked=Locked
bLocked.tooltip=Whether this level is locked; that is, its actors are read-only.
bIsFullyStatic=Is Fully Static
bIsFullyStatic.tooltip=Whether this level is fully static - if it is, then assumptions can be made about it, ie it doesn't need to be reloaded since nothing could have changed
bDrawOnLevelStatusMap=Draw On Level Status Map
bDrawOnLevelStatusMap.tooltip=If TRUE, will be drawn on the 'level streaming status' map (STAT LEVELMAP console command)
DrawColor=Draw Color
DrawColor.tooltip=The level's color; used to make the level easily identifiable in the level browser, for actor level visulization, etc.
EditorStreamingVolumes=Editor Streaming Volumes
EditorStreamingVolumes.tooltip=The level streaming volumes bound to this level.
MinTimeBetweenVolumeUnloadRequests=Min Time Between Volume Unload Requests
MinTimeBetweenVolumeUnloadRequests.tooltip=Cooldown time in seconds between volume-based unload requests.  Used in preventing spurious unload requests.
EditorGridVolume=Editor Grid Volume
EditorGridVolume.tooltip=The grid volume bound to this level, if any
GridPosition=Grid Position
GridPosition.tooltip=Row, column and depth of this streaming level in a streaming grid network

[LevelStreamingAlwaysLoaded]
bIsProceduralBuildingLODLevel=Is Procedural Building LODLevel
bIsProceduralBuildingLODLevel.tooltip=Determines whether or not his Always loaded level is one that was auto created for a Procedural Building LOD level.

[LevelStreamingDistance]
Origin=Origin
Origin.tooltip=Origin of level used for distance calculation to viewer
MaxDistance=Max Distance
MaxDistance.tooltip=Maximum distance to viewer at which the level still is streamed in

[LightmappedSurfaceCollection]
SourceModel=Source Model
SourceModel.tooltip=The UModel these surfaces come from.
Surfaces=Surfaces
Surfaces.tooltip=An array of the surface indices grouped into a single static lighting mapping.

[LightmassLevelSettings]
NumIndirectLightingBounces=Num Indirect Lighting Bounces
NumIndirectLightingBounces.tooltip=Number of times light is allowed to bounce off of surfaces, starting from the light source. \n 0 is direct lighting only, 1 is one bounce, etc. \n Bounce 1 takes the most time to calculate, followed by bounce 2.  Successive bounces are nearly free.
EnvironmentColor=Environment Color
EnvironmentColor.tooltip=Color that rays which miss the scene will pick up.
EnvironmentIntensity=Environment Intensity
EmissiveBoost=Emissive Boost
EmissiveBoost.tooltip=Scales the emissive contribution of all materials in the scene.
DiffuseBoost=Diffuse Boost
DiffuseBoost.tooltip=Scales the diffuse contribution of all materials in the scene.
bUseAmbientOcclusion=Use Ambient Occlusion
bUseAmbientOcclusion.tooltip=If TRUE, AmbientOcclusion will be enabled.
bVisualizeAmbientOcclusion=Visualize Ambient Occlusion
bVisualizeAmbientOcclusion.tooltip=If TRUE, override normal direct and indirect lighting with just the AO term.
DirectIlluminationOcclusionFraction=Direct Illumination Occlusion Fraction
DirectIlluminationOcclusionFraction.tooltip=How much of the AO to apply to direct lighting.
IndirectIlluminationOcclusionFraction=Indirect Illumination Occlusion Fraction
IndirectIlluminationOcclusionFraction.tooltip=How much of the AO to apply to indirect lighting.
OcclusionExponent=Occlusion Exponent
OcclusionExponent.tooltip=Higher exponents increase contrast.
FullyOccludedSamplesFraction=Fully Occluded Samples Fraction
FullyOccludedSamplesFraction.tooltip=Fraction of samples taken that must be occluded in order to reach full occlusion.
MaxOcclusionDistance=Max Occlusion Distance
MaxOcclusionDistance.tooltip=Maximum distance for an object to cause occlusion on another object.

[LightmassPrimitiveSettingsObject]
LightmassSettings=Lightmass Settings

[MaterialInterface]
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=The Lightmass settings for this object.
PreviewMesh=Preview Mesh
PreviewMesh.tooltip=The mesh used by the material editor to preview the material.
bAutoFlattenMobile=Auto Flatten Mobile
bAutoFlattenMobile.tooltip=When enabled, the base texture will be generated automatically by statically 'flattening' the graph network into a texture.
bMobileAllowFog=Mobile Allow Fog
bMobileAllowFog.tooltip=When enabled, primitives using this material may be fogged.  Disable this to improve performance for primitives that don't need fog.
bUseMobileSpecular=Use Mobile Specular
bUseMobileSpecular.tooltip=Enables dynamic specular lighting from the single most prominent light source
bUseMobilePixelSpecular=Use Mobile Pixel Specular
bUseMobilePixelSpecular.tooltip=Enables per-pixel specular for this material (requires normal map)
bUseMobileBumpOffset=Use Mobile Bump Offset
bUseMobileBumpOffset.tooltip=Enables a bump offset effect for this material.  A mask texture must be supplied.  The bump offset amount is stored in the mask texture's RED channel.
bLockColorBlending=Lock Color Blending
bLockColorBlending.tooltip=Locks use of the detail texture and does not allow it to be forced off by system settings
bUseMobileUniformColorMultiply=Use Mobile Uniform Color Multiply
bUseMobileUniformColorMultiply.tooltip=Whether to use uniform color scaling (mesh particles) or not
bUseMobileVertexColorMultiply=Use Mobile Vertex Color Multiply
bUseMobileVertexColorMultiply.tooltip=Whether to use per vertex color scaling
bUseMobileTextureTransform=Use Mobile Texture Transform
bUseMobileTextureTransform.tooltip=Enables texture transform features
bUseMobileWaveVertexMovement=Use Mobile Wave Vertex Movement
bUseMobileWaveVertexMovement.tooltip=Enables per-vertex movement on a wave (for use with trees and similar objects)
MobileBaseTexture=Mobile Base Texture
MobileBaseTexture.tooltip=Base (diffuse) texture, or a texture that was generated by flattening the graph network
MobileBaseTextureTexCoordsSource=Mobile Base Texture Tex Coords Source
MobileBaseTextureTexCoordsSource.tooltip=Texture coordinates from mesh vertex to use when sampling base texture on mobile platforms
MobileAmbientOcclusionSource=Mobile Ambient Occlusion Source
MobileAmbientOcclusionSource.tooltip=Enables baked ambient occlusion from mesh vertices and selects which vertex color channel to get the AO data from
MobileSpecularMask=Mobile Specular Mask
MobileSpecularMask.tooltip=Determines how specular values are masked.  Constant: Mask is disabled.  Luminance: Diffuse RGB luminance used as mask.  Diffuse Red/Green/Blue: Use a specific channel of the diffuse texture as the specular mask.  Mask Texture RGB: Uses the color from the mask texture
MobileEmissiveColorSource=Mobile Emissive Color Source
MobileEmissiveColorSource.tooltip=Mobile emissive color source
MobileEmissiveMaskSource=Mobile Emissive Mask Source
MobileEmissiveMaskSource.tooltip=Selects a source for emissive light masking
MobileEnvironmentMaskSource=Mobile Environment Mask Source
MobileEnvironmentMaskSource.tooltip=Selects a source for environment map amount
MobileEnvironmentBlendMode=Mobile Environment Blend Mode
MobileEnvironmentBlendMode.tooltip=When environment mapping is enabled, this sets how the environment color is blended with the base color.
MobileRimLightingMaskSource=Mobile Rim Lighting Mask Source
MobileRimLightingMaskSource.tooltip=Selects a source for rim light masking
MobileMaskTextureTexCoordsSource=Mobile Mask Texture Tex Coords Source
MobileMaskTextureTexCoordsSource.tooltip=Texture coordinates from mesh vertex to use when sampling mask texture
MobileDetailTextureTexCoordsSource=Mobile Detail Texture Tex Coords Source
MobileDetailTextureTexCoordsSource.tooltip=Texture coordinates from mesh vertex to use when sampling detail texture
MobileTextureBlendFactorSource=Mobile Texture Blend Factor Source
MobileTextureBlendFactorSource.tooltip=Where the blend factor comes from, for blending the base texture with the detail texture
MobileTextureTransformTarget=Mobile Texture Transform Target
MobileTextureTransformTarget.tooltip=Which texture UVs to transform
MobileNormalTexture=Mobile Normal Texture
MobileNormalTexture.tooltip=Normal map texture.  If specified, this enables per pixel lighting when used in combination with other material features.
MobileSpecularColor=Mobile Specular Color
MobileSpecularColor.tooltip=Material specular color
MobileSpecularPower=Mobile Specular Power
MobileSpecularPower.tooltip=When specular is enabled, this sets the specular power.  Lower values yield a wider highlight, higher values yield a sharper highlight
MobileEmissiveTexture=Mobile Emissive Texture
MobileEmissiveTexture.tooltip=Emissive texture.  If the emissive color source is set to 'Emissive Texture', setting this texture will enable emissive lighting
MobileEmissiveColor=Mobile Emissive Color
MobileEmissiveColor.tooltip=Mobile emissive color.  Only used when MobileEmissiveColorSource is set to 'Constant'
MobileEnvironmentTexture=Mobile Environment Texture
MobileEnvironmentTexture.tooltip=Spherical environment map texture.  When specified, spherical environment mapping will be enabled for this material.
MobileEnvironmentAmount=Mobile Environment Amount
MobileEnvironmentAmount.tooltip=Sets how much the environment map texture contributes to the final color
MobileEnvironmentColor=Mobile Environment Color
MobileEnvironmentColor.tooltip=Environment map color scale
MobileEnvironmentFresnelAmount=Mobile Environment Fresnel Amount
MobileEnvironmentFresnelAmount.tooltip=Environment mapping fresnel amount.  Set this to zero for best performance.
MobileEnvironmentFresnelExponent=Mobile Environment Fresnel Exponent
MobileEnvironmentFresnelExponent.tooltip=Environment mapping fresnel exponent.  Set this to 1.0 for best performance.
MobileRimLightingStrength=Mobile Rim Lighting Strength
MobileRimLightingStrength.tooltip=When set to anything other than zero, enables rim lighting for this material and sets the amount of rim lighting to apply
MobileRimLightingExponent=Mobile Rim Lighting Exponent
MobileRimLightingExponent.tooltip=Sets the exponent used for rim lighting
MobileRimLightingColor=Mobile Rim Lighting Color
MobileRimLightingColor.tooltip=Rim light color
MobileBumpOffsetReferencePlane=Mobile Bump Offset Reference Plane
MobileBumpOffsetReferencePlane.tooltip=Bump offset reference plane
MobileBumpOffsetHeightRatio=Mobile Bump Offset Height Ratio
MobileBumpOffsetHeightRatio.tooltip=Bump height ratio
MobileMaskTexture=Mobile Mask Texture
MobileMaskTexture.tooltip=General purpose mask texture used for bump offset amount, texture blending, etc.
MobileDetailTexture=Mobile Detail Texture
MobileDetailTexture.tooltip=Detail texture to use for blending the base texture
DefaultUniformColor=Default Uniform Color
DefaultUniformColor.tooltip=Default color to modulate each vertex by
TransformCenterX=Transform Center X
TransformCenterX.tooltip=Horizontal center for texture rotation/scale
TransformCenterY=Transform Center Y
TransformCenterY.tooltip=Vertical center for texture rotation/scale
PannerSpeedX=Panner Speed X
PannerSpeedX.tooltip=Horizontal speed for texture panning
PannerSpeedY=Panner Speed Y
PannerSpeedY.tooltip=Vertical speed for texture panning
RotateSpeed=Rotate Speed
RotateSpeed.tooltip=Texture rotation speed in radians per second
FixedScaleX=Fixed Scale X
FixedScaleX.tooltip=Fixed horizontal texture scale (around the rotation center)
FixedScaleY=Fixed Scale Y
FixedScaleY.tooltip=Fixed vertical texture scale (around the rotation center)
SineScaleX=Sine Scale X
SineScaleX.tooltip=Horizontal texture scale applied to a sine wave
SineScaleY=Sine Scale Y
SineScaleY.tooltip=Vertical texture scale applied to a sine wave
SineScaleFrequencyMultipler=Sine Scale Frequency Multipler
SineScaleFrequencyMultipler.tooltip=Multiplier for sine wave texture scaling frequency
MobileTangentVertexFrequencyMultiplier=Mobile Tangent Vertex Frequency Multiplier
MobileTangentVertexFrequencyMultiplier.tooltip=Frequency adjustment for wave on vertex positions
MobileVerticalFrequencyMultiplier=Mobile Vertical Frequency Multiplier
MobileVerticalFrequencyMultiplier.tooltip=Frequency adjustment for wave on vertex positions
MobileMaxVertexMovementAmplitude=Mobile Max Vertex Movement Amplitude
MobileMaxVertexMovementAmplitude.tooltip=Amplitude of adjustments for wave on vertex positions
MobileSwayFrequencyMultiplier=Mobile Sway Frequency Multiplier
MobileSwayFrequencyMultiplier.tooltip=Frequency of entire object sway
MobileSwayMaxAngle=Mobile Sway Max Angle
MobileSwayMaxAngle.tooltip=Frequency of entire object sway

[Material]
PhysMaterial=Phys Material
PhysMaterial.tooltip=Physical material to use for this graphics material. Used for sounds, effects etc.
PhysMaterialMask=Phys Material Mask
PhysMaterialMask.tooltip=A 1 bit monochrome texture that represents a mask for what physical material should be used if the collided texel is black or white.
PhysMaterialMaskUVChannel=Phys Material Mask UVChannel
PhysMaterialMaskUVChannel.tooltip=The UV channel to use for the PhysMaterialMask.
BlackPhysicalMaterial=Black Physical Material
BlackPhysicalMaterial.tooltip=The physical material to use when a black pixel in the PhysMaterialMask texture is hit.
WhitePhysicalMaterial=White Physical Material
WhitePhysicalMaterial.tooltip=The physical material to use when a white pixel in the PhysMaterialMask texture is hit.
OpacityMaskClipValue=Opacity Mask Clip Value
OpacityMaskClipValue.tooltip=If BlendMode is BLEND_Masked or BLEND_SoftMasked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.
ShadowDepthBias=Shadow Depth Bias
ShadowDepthBias.tooltip=Can be used to bias shadows away from the surface.
BlendMode=Blend Mode
BlendMode.tooltip=Determines how the material's color is blended with background colors.
LightingModel=Lighting Model
LightingModel.tooltip=Determines how inputs are combined to create the material's final color.
D3D11TessellationMode=D3D11Tessellation Mode
D3D11TessellationMode.tooltip=The type of tessellation to apply to this object.  Note D3D11 required for anything except MTM_NoTessellation.
EnableSubsurfaceScattering=Enable Subsurface Scattering
EnableSubsurfaceScattering.tooltip=Indicates that the material should be rendered with subsurface scattering.
EnableSeparateTranslucency=Enable Separate Translucency
EnableSeparateTranslucency.tooltip=Indicates that the material should be rendered in the SeparateTranslucency Pass (does not affect bloom, not affected by DOF).
bEnableMaskedAntialiasing=Enable Masked Antialiasing
bEnableMaskedAntialiasing.tooltip=Indicates that the material should be rendered with antialiasing. Opacity is evaluated multiple times (for each MSAA sample).
TwoSided=Two Sided
TwoSided.tooltip=Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.
TwoSidedSeparatePass=Two Sided Separate Pass
TwoSidedSeparatePass.tooltip=Indicates that the material should be rendered in its own pass. Used for hair renderering
bDisableDepthTest=Disable Depth Test
bDisableDepthTest.tooltip=Allows the material to disable depth tests, which is only meaningful with translucent blend modes.\n Disabling depth tests will make rendering significantly slower since no occluded pixels can get zculled.
bAllowFog=Allow Fog
bAllowFog.tooltip=Whether the material should allow fog or be unaffected by fog.  This only has meaning for materials with translucent blend modes.
bTranslucencyReceiveDominantShadowsFromStatic=Translucency Receive Dominant Shadows From Static
bTranslucencyReceiveDominantShadowsFromStatic.tooltip=Whether the material should receive dynamic dominant light shadows from static objects when the material is being lit by a light environment. \n This is useful for character hair.
bTranslucencyInheritDominantShadowsFromOpaque=Translucency Inherit Dominant Shadows From Opaque
bTranslucencyInheritDominantShadowsFromOpaque.tooltip=Whether the material should inherit the dynamic shadows that dominant lights are casting on opaque and masked materials behind this material.\n This is useful for ground meshes using a translucent blend mode and depth biased alpha to hide seams.
bAllowTranslucencyDoF=Allow Translucency Do F
bAllowTranslucencyDoF.tooltip=Whether the material should allow Depth of Field or be unaffected by DoF.  This only has meaning for materials with translucent blend modes.
bUseOneLayerDistortion=Use One Layer Distortion
bUseOneLayerDistortion.tooltip=Whether the material should use one-layer distortion, which can be cheaper than normal distortion for some primitive types (mainly fluid surfaces).\n One layer distortion won't handle overlapping one layer distortion primitives correctly.\n This causes an extra scene color resolve for the first primitive that uses one layer distortion and so should only be used in very specific circumstances.
bUseLitTranslucencyDepthPass=Use Lit Translucency Depth Pass
bUseLitTranslucencyDepthPass.tooltip=If this is set, a depth-only pass for will be rendered for solid (A=255) areas of dynamic lit translucency primitives. This improves hair sorting at the extra render cost.
bUseLitTranslucencyPostRenderDepthPass=Use Lit Translucency Post Render Depth Pass
bUseLitTranslucencyPostRenderDepthPass.tooltip=If this is set, a depth-only pass for will be rendered for any visible (A>0) areas of dynamic lit translucency primitives. This is necessary for correct fog and DoF of hair
bCastLitTranslucencyShadowAsMasked=Cast Lit Translucency Shadow As Masked
bCastLitTranslucencyShadowAsMasked.tooltip=If this is set, lit translucent objects will cast shadow as if they were masked
bUsedAsLightFunction=Used As Light Function
bUsedWithFogVolumes=Used With Fog Volumes
bUsedWithFogVolumes.tooltip=Indicates that the material is used on fog volumes.  This usage flag is mutually exclusive with all other mesh type usage flags!
bUsedWithSkeletalMesh=Used With Skeletal Mesh
bUsedWithSkeletalMesh.tooltip=Indicates that the material and its instances can be assigned to skeletal meshes.  \n This will result in the shaders required to support skeletal meshes being compiled which will increase shader compile time and memory usage.
bUsedWithTerrain=Used With Terrain
bUsedWithLandscape=Used With Landscape
bUsedWithFracturedMeshes=Used With Fractured Meshes
bUsedWithParticleSprites=Used With Particle Sprites
bUsedWithBeamTrails=Used With Beam Trails
bUsedWithParticleSubUV=Used With Particle Sub UV
bUsedWithSpeedTree=Used With Speed Tree
bUsedWithStaticLighting=Used With Static Lighting
bUsedWithLensFlare=Used With Lens Flare
bUsedWithGammaCorrection=Used With Gamma Correction
bUsedWithGammaCorrection.tooltip=Gamma corrects the output of the base pass using the current render target's gamma value. \n This must be set on materials used with UIScenes to get correct results.
bUsedWithInstancedMeshParticles=Used With Instanced Mesh Particles
bUsedWithInstancedMeshParticles.tooltip=Enables instancing for mesh particles.  Use the "Vertex Color" node when enabled, not "MeshEmit VertColor."
bUsedWithFluidSurfaces=Used With Fluid Surfaces
bUsedWithDecals=Used With Decals
bUsedWithDecals.tooltip=WARNING: bUsedWithDecals is mutually exclusive with all other mesh type usage flags!  A material with bUsedWithDecals=true will not work on any other mesh type.
bUsedWithMaterialEffect=Used With Material Effect
bUsedWithMorphTargets=Used With Morph Targets
bUsedWithRadialBlur=Used With Radial Blur
bUsedWithInstancedMeshes=Used With Instanced Meshes
bUsedWithSplineMeshes=Used With Spline Meshes
bUsedWithAPEXMeshes=Used With APEXMeshes
bUsedWithScreenDoorFade=Used With Screen Door Fade
bUsedWithScreenDoorFade.tooltip=Enables support for screen door fading for primitives rendering with this material.  This adds an extra texture lookup and a few extra instructions.
bUseImageBasedReflections=Use Image Based Reflections
bUseImageBasedReflections.tooltip=Replaces analytical phong specular highlights on this material with an image based reflection,\n Specified by the ImageReflection actors placed in the world.  Only works in D3D11.
Wireframe=Wireframe
bPerPixelCameraVector=Per Pixel Camera Vector
bPerPixelCameraVector.tooltip=When enabled, the camera vector will be computed in the pixel shader instead of the vertex shader which may improve the quality of the reflection.  Enabling this setting also allows VertexColor expressions to be used alongside Transform expressions.
bAllowLightmapSpecular=Allow Lightmap Specular
bAllowLightmapSpecular.tooltip=Controls whether lightmap specular will be rendered or not.  Can be disabled to reduce instruction count.
ImageReflectionNormalDampening=Image Reflection Normal Dampening
ImageReflectionNormalDampening.tooltip=Values larger than 1 dampen the normal used for image reflections, values smaller than 1 exaggerate the normal used for image reflections.

[MaterialExpression]
Desc=Desc
Desc.tooltip=A description that level designers can add (shows in the material editor UI).

[ObjectReferencer]
ReferencedObjects=Referenced Objects
ReferencedObjects.tooltip=Array of objects being referenced.

[PostProcessEffect]
bShowInEditor=Show In Editor
bShowInEditor.tooltip=Whether to apply the effect in the Editor
bShowInGame=Show In Game
bShowInGame.tooltip=Whether to apply the effect in the Game
bUseWorldSettings=Use World Settings
bUseWorldSettings.tooltip=Controls whether the effect should take its settings from the world's post process settings.
EffectName=Effect Name
EffectName.tooltip=Name of the effect, used by e.g. FindEffectByName
SceneDPG=Scene DPG
SceneDPG.tooltip=controls which scene DPG to render this post-process effect in (mirrors ESceneDepthPriorityGroup)

[AmbientOcclusionEffect]
OcclusionColor=Occlusion Color
OcclusionColor.tooltip=The color that will replace scene color where there is a lot of occlusion.
OcclusionPower=Occlusion Power
OcclusionPower.tooltip=Power to apply to the calculated occlusion value. \n Higher powers result in more contrast, but will need other factors like OcclusionScale to be tweaked as well.
OcclusionScale=Occlusion Scale
OcclusionScale.tooltip=Scale to apply to the calculated occlusion value.
OcclusionBias=Occlusion Bias
OcclusionBias.tooltip=Bias to apply to the calculated occlusion value.
MinOcclusion=Min Occlusion
MinOcclusion.tooltip=Minimum occlusion value after all other transforms have been applied.
bAngleBasedSSAO=Angle Based SSAO
bAngleBasedSSAO.tooltip=SSAO quality improvements, less noise, more detail, no darkening of flat surfaces, no overbright on convex, parameter retweak needed
OcclusionRadius=Occlusion Radius
OcclusionRadius.tooltip=Distance to check around each pixel for occluders, in world units.
OcclusionQuality=Occlusion Quality
OcclusionQuality.tooltip=Quality of the ambient occlusion effect.  Low quality gives the best performance and is appropriate for gameplay.  \n Medium quality smooths noise between frames at a slightly higher performance cost.  High quality uses extra samples to preserve detail.
OcclusionFadeoutMinDistance=Occlusion Fadeout Min Distance
OcclusionFadeoutMinDistance.tooltip=Distance at which to start fading out the occlusion factor, in world units. \n This is useful for hiding distant artifacts on skyboxes.
OcclusionFadeoutMaxDistance=Occlusion Fadeout Max Distance
OcclusionFadeoutMaxDistance.tooltip=Distance at which the occlusion factor should be fully faded, in world units.
HaloDistanceThreshold=Halo Distance Threshold
HaloDistanceThreshold.tooltip=Distance in front of a pixel that an occluder must be to be considered a different object, in world units.  \n This threshold is used to identify halo regions around nearby objects, for example a first person weapon.
HaloDistanceScale=Halo Distance Scale
HaloDistanceScale.tooltip=Scale factor to increase HaloDistanceThreshold for distant pixels.  \n A value of .001 would result in HaloDistanceThreshold being 1 unit larger at a distance of 1000 world units.
HaloOcclusion=Halo Occlusion
HaloOcclusion.tooltip=Occlusion factor to assign to samples determined to be contributing to a halo.  \n 0 would result in full occlusion for that sample, increasing values map to quadratically decreasing occlusion values.
EdgeDistanceThreshold=Edge Distance Threshold
EdgeDistanceThreshold.tooltip=Difference in depth that two pixels must be to be considered an edge, and therefore not blurred across, in world units.
EdgeDistanceScale=Edge Distance Scale
EdgeDistanceScale.tooltip=Scale factor to increase EdgeDistanceThreshold for distant pixels.  \n A value of .001 would result in EdgeDistanceThreshold being 1 unit larger at a distance of 1000 world units.
FilterDistanceScale=Filter Distance Scale
FilterDistanceScale.tooltip=Distance in world units which should map to the kernel size in screen space.  \n This is useful to reduce filter kernel size for distant pixels and keep detail, at the cost of leaving more noise in the result.
HistoryConvergenceTime=History Convergence Time
HistoryConvergenceTime.tooltip=Time in which the occlusion history should approximately converge.  \n Longer times (.5s) allow more smoothing between frames and less noise but history streaking is more noticeable.\n 0 means the feature is off (less GPU performance and memory overhead)

[BlurEffect]
BlurKernelSize=Blur Kernel Size
BlurKernelSize.tooltip=Distance to blur in pixels

[DOFEffect]
FalloffExponent=Falloff Exponent
FalloffExponent.tooltip=exponent to apply to blur amount after it has been normalized to [0,1]
BlurKernelSize=Blur Kernel Size
BlurKernelSize.tooltip=affects the radius of the DepthOfField bohek / how blurry the scene gets
MaxNearBlurAmount=Max Near Blur Amount
MaxNearBlurAmount.tooltip=[0,1] value for clamping how much blur to apply to items in front of the focus plane
MinBlurAmount=Min Blur Amount
MinBlurAmount.tooltip=[0,1] value for clamping how much blur to apply
MaxFarBlurAmount=Max Far Blur Amount
MaxFarBlurAmount.tooltip=[0,1] value for clamping how much blur to apply to items behind the focus plane
FocusType=Focus Type
FocusType.tooltip=control how the focus point is determined
FocusInnerRadius=Focus Inner Radius
FocusInnerRadius.tooltip=inner focus radius
FocusDistance=Focus Distance
FocusDistance.tooltip=used when FOCUS_Distance is enabled
FocusPosition=Focus Position
FocusPosition.tooltip=used when FOCUS_Position is enabled

[DOFAndBloomEffect]
BloomScale=Bloom Scale
BloomScale.tooltip=A scale applied to blooming colors.
BloomThreshold=Bloom Threshold
BloomThreshold.tooltip=Any component of a pixel's color must be larger than this to contribute bloom.
BloomTint=Bloom Tint
BloomTint.tooltip=Multiplies against the bloom color.
BloomScreenBlendThreshold=Bloom Screen Blend Threshold
BloomScreenBlendThreshold.tooltip=Scene color luminance must be less than this to receive bloom. \n This behaves like Photoshop's screen blend mode and prevents over-saturation from adding bloom to already bright areas.\n The default value of 1 means that a pixel with a luminance of 1 won't receive any bloom, but a pixel with a luminance of .5 will receive half bloom.
BlurBloomKernelSize=Blur Bloom Kernel Size
BlurBloomKernelSize.tooltip=the radius of the bloom effect 0..64
DepthOfFieldType=Depth Of Field Type
DepthOfFieldType.tooltip=Allows to specify the depth of field type. Choose depending on performance and quality needs.\n "SimpleDOF" blurs the out of focus content and recombines that with the unblurred scene (fast, almost constant speed).\n "ReferenceDOF" makes use of dynamic branching in the pixel shader and features circular Bokeh shape effects (slow for big Kernel Size).\n "BokehDOF" allows to specify a Bokeh texture and a bigger radius (requires D3D11, slow when using a lot of out of focus content)
DepthOfFieldQuality=Depth Of Field Quality
DepthOfFieldQuality.tooltip=Allows to specify the quality of the chose Depth of Field Type.\n This meaning depends heavily on the current implementation and that might change.\n If performance is important the lowest acceptable quality should be used.
BokehTexture=Bokeh Texture
BokehTexture.tooltip=only used if BokehDOF is enabled

[DOFBloomMotionBlurEffect]
MaxVelocity=Max Velocity
MaxVelocity.tooltip=Maximum blur velocity amount. This is a clamp on the amount of blur.
MotionBlurAmount=Motion Blur Amount
MotionBlurAmount.tooltip=This is a scale that could be considered as the "sensitivity" of the blur.
FullMotionBlur=Full Motion Blur
FullMotionBlur.tooltip=Whether everything (static/dynamic objects) should motion blur or not. If disabled, only moving objects may blur.
CameraRotationThreshold=Camera Rotation Threshold
CameraRotationThreshold.tooltip=Threshhold for when to turn off motion blur when the camera rotates swiftly during a single frame (in degrees).
CameraTranslationThreshold=Camera Translation Threshold
CameraTranslationThreshold.tooltip=Threshhold for when to turn off motion blur when the camera translates swiftly during a single frame (in world units).

[UberPostProcessEffect]
SceneShadows=Scene Shadows
SceneHighLights=Scene High Lights
SceneMidTones=Scene Mid Tones
SceneDesaturation=Scene Desaturation
SceneColorize=Scene Colorize
TonemapperType=Tonemapper Type
TonemapperType.tooltip=Allows to specify the tone mapper function which maps HDR colors into the LDR color range.
TonemapperRange=Tonemapper Range
TonemapperRange.tooltip=This tonemapper property allows to specify the HDR brightness value that is mapping to the maximum LDR value. Brighter values will be\n mapped to white (good values are in the range 2 to 16). Only affects the "Customizable" tonemapper.
TonemapperToeFactor=Tonemapper Toe Factor
TonemapperToeFactor.tooltip=This tonemapper property allows to adjust the mapping of the darker colors (tonemapper toe). \n As the adjustment is independent per color channel it can introduce slight shifts color and saturation changes.\n Only affects the "Customizable" tonemapper.\n 0=linear .. 1=crushed darks (more filmic)
TonemapperScale=Tonemapper Scale
TonemapperScale.tooltip=Scale the input for the tonemapper. Only used if a tonemapper is specified.\n >=0, 0:black, 1(default), >1 brighter
MotionBlurSoftEdgeKernelSize=Motion Blur Soft Edge Kernel Size
MotionBlurSoftEdgeKernelSize.tooltip=The radius of the soft edge for motion blur. A value bigger than 0 enables the soft edge motion blur. The method improves motion blur\n by blurring the silhuette of moving objects. The method works in screen space. Therefore the performance of the method only depends\n on screen size, not on the object/vertex/triangle count.
bEnableImageGrain=Enable Image Grain
bEnableImageGrain.tooltip=Whether the image grain (noise) is enabled, to fight 8 bit quantization artifacts and to simulate film grain (scaled by SceneImageGrainScale)
bScaleEffectsWithViewSize=Scale Effects With View Size
bScaleEffectsWithViewSize.tooltip=affects BlurKernelSize, the attribute is scaled depending on the view size
SceneImageGrainScale=Scene Image Grain Scale
SceneImageGrainScale.tooltip=Image grain scale, only affects the darks, >=0, 0:none, 1(strong) should be less than 1
BloomWeightSmall=Bloom Weight Small
BloomWeightSmall.tooltip=To adjust the bloom to get an extra inner, more sharp glow.\n 0=off\n If this feature is used, it might costs additional performance depending on the bloom radius.\n However in some cases it might get faster as the bigger radius is done in lower resolution.\n The actual weight is computed as the ratio between all bloom weights.
BloomWeightMedium=Bloom Weight Medium
BloomWeightMedium.tooltip=To adjust the bloom shape to reduce the extra inner and outer weight.\n Should be bigger than 0.\n However in some cases it might get faster as the bigger radius is done in lower resolution.\n The actual weight is computed as the ratio between all bloom weights.
BloomWeightLarge=Bloom Weight Large
BloomWeightLarge.tooltip=To adjust the bloom to get an extra outer, more wide spread glow.\n 0=off\n If this feature is used, it might costs additional performance depending on the bloom radius.\n However in some cases it might get faster as the bigger radius is done in lower resolution.\n The actual weight is computed as the ratio between all bloom weights.
BloomSizeScaleSmall=Bloom Size Scale Small
BloomSizeScaleSmall.tooltip=Scales the small kernel size. A good number is in the range from 0.1 to 0.5.\n This property is only used if BloomWeightSmall specifies some weight.
BloomSizeScaleMedium=Bloom Size Scale Medium
BloomSizeScaleMedium.tooltip=Scales the medium kernel size. A good number is in the range from 0.5 to 1.5.
BloomSizeScaleLarge=Bloom Size Scale Large
BloomSizeScaleLarge.tooltip=Scales the large kernel size. A good number is in the range from 2 to 4.\n This property is only used if BloomWeightLarge specifies some weight.

[MaterialEffect]
Material=Material

[MotionBlurEffect]
MaxVelocity=Max Velocity
MaxVelocity.tooltip=Maximum blur velocity amount. This is a clamp on the amount of blur.
MotionBlurAmount=Motion Blur Amount
MotionBlurAmount.tooltip=This is a scale that could be considered as the "sensitivity" of the blur.
FullMotionBlur=Full Motion Blur
FullMotionBlur.tooltip=Whether everything (static/dynamic objects) should motion blur or not. If disabled, only moving objects may blur.
CameraRotationThreshold=Camera Rotation Threshold
CameraRotationThreshold.tooltip=Threshhold for when to turn off motion blur when the camera rotates swiftly during a single frame (in degrees).
CameraTranslationThreshold=Camera Translation Threshold
CameraTranslationThreshold.tooltip=Threshhold for when to turn off motion blur when the camera translates swiftly during a single frame (in world units).

[PrimitiveComponentFactory]
CollideActors=Collide Actors
CollideActors.tooltip=Collision flags.
BlockActors=Block Actors
BlockActors.tooltip=Collision flags.
BlockZeroExtent=Block Zero Extent
BlockZeroExtent.tooltip=Collision flags.
BlockNonZeroExtent=Block Non Zero Extent
BlockNonZeroExtent.tooltip=Collision flags.
BlockRigidBody=Block Rigid Body
BlockRigidBody.tooltip=Collision flags.
HiddenGame=Hidden Game
HiddenGame.tooltip=Rendering flags.
HiddenEditor=Hidden Editor
HiddenEditor.tooltip=Rendering flags.
CastShadow=Cast Shadow
CastShadow.tooltip=Rendering flags.

[MeshComponentFactory]
Materials=Materials

[StaticMeshComponentFactory]
StaticMesh=Static Mesh

[ReachSpec]
Start=Start
Start.tooltip=navigationpoint at start of this path
End=End
CollisionRadius=Collision Radius
CollisionHeight=Collision Height
bDisabled=Disabled
bDisabled.tooltip=Reachspec has been disabled/blocked by kismet

[CoverSlipReachSpec]
SpecDirection=Spec Direction
SpecDirection.tooltip=Value CoverLink.ECoverDirection for movement direction along this spec

[MantleReachSpec]
bClimbUp=Climb Up
bClimbUp.tooltip=This mantle spec climbs up a surface instead of jumping over

[SlotToSlotReachSpec]
SpecDirection=Spec Direction
SpecDirection.tooltip=Value CoverLink.ECoverDirection for movement direction along this spec

[SwatTurnReachSpec]
SpecDirection=Spec Direction
SpecDirection.tooltip=Value CoverLink.ECoverDirection for movement direction along this spec

[SoundCue]
SoundClass=Sound Class
SoundClass.tooltip=Sound group this sound cue belongs to
VolumeMultiplier=Volume Multiplier
PitchMultiplier=Pitch Multiplier
FaceFXAnimSetRef=Face FXAnim Set Ref
FaceFXAnimSetRef.tooltip=Reference to FaceFX AnimSet package the animation is in //var() editoronly notforconsole FaceFXAnimSet                                         FaceFXAnimSetRef;
FaceFXGroupName=Face FXGroup Name
FaceFXGroupName.tooltip=Name of the FaceFX Group the animation is in
FaceFXAnimName=Face FXAnim Name
FaceFXAnimName.tooltip=Name of the FaceFX Animation
MaxConcurrentPlayCount=Max Concurrent Play Count
MaxConcurrentPlayCount.tooltip=Maximum number of times this cue can be played concurrently.

[SpeechRecognition]
Language=Language
Language.tooltip=Use 3 letter code eg. INT, FRA, etc.
ConfidenceThreshhold=Confidence Threshhold
ConfidenceThreshhold.tooltip=Values between 1 and 100.
Vocabularies=Vocabularies
Vocabularies.tooltip=Array of vocabularies that can be swapped in and out

[StaticMesh]
SourceFileTimestamp=Source File Timestamp
SourceFilePath=Source File Path
BodySetup=Body Setup
LODInfo=LODInfo
StreamingDistanceMultiplier=Streaming Distance Multiplier
LODMaxRange=LODMax Range
LODMaxRange.tooltip=Distance in world space units to the end of the LOD transitions
LODDistanceRatio=LODDistance Ratio
LODDistanceRatio.tooltip=LOD distance ratio for this mesh.  The default value of 1 means that each transition will happen at increments of LODMaxRange / NumLODs distance from the camera.
LightMapCoordinateIndex=Light Map Coordinate Index
LightMapCoordinateIndex.tooltip=The light map coordinate index
LightMapResolution=Light Map Resolution
LightMapResolution.tooltip=The light map resolution
bCanBecomeDynamic=Can Become Dynamic
bCanBecomeDynamic.tooltip=If true, this mesh can become dynamic when shot or otherwise given an impulse.
bPartitionForEdgeGeometry=Partition For Edge Geometry
bPartitionForEdgeGeometry.tooltip=If true, this mesh can be processed by the Edge Geometry system on the Playstation 3.
bUseMaximumStreamingTexelRatio=Use Maximum Streaming Texel Ratio
bUseMaximumStreamingTexelRatio.tooltip=If true, use a less-conservative method of mip LOD texture factor computation.  Requires mesh to be resaved to take effect as algorithm is applied on save
bUsedForInstancing=Used For Instancing
bUsedForInstancing.tooltip=If true, use the mesh for instancing
UseFullPrecisionUVs=Use Full Precision UVs
UseFullPrecisionUVs.tooltip=If true, use full precision UVs
UseSimpleRigidBodyCollision=Use Simple Rigid Body Collision
UseSimpleRigidBodyCollision.tooltip=If true, use simple rigid body collision. FALSE only works on static actors.
UseSimpleBoxCollision=Use Simple Box Collision
UseSimpleBoxCollision.tooltip=If true, use PhysicsAsset for extent (swept box) collision checks.
UseSimpleLineCollision=Use Simple Line Collision
UseSimpleLineCollision.tooltip=If true, use PhysicsAsset for line collision checks.

[RB_BodySetup]
SleepFamily=Sleep Family
SleepFamily.tooltip=The set of values used in considering when put this body to sleep.
BoneName=Bone Name
BoneName.tooltip=Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh.
bFixed=Fixed
bFixed.tooltip=No dynamics on this body - fixed relative to the world.
bNoCollision=No Collision
bNoCollision.tooltip=This body will not collide with anything.
bBlockZeroExtent=Block Zero Extent
bBlockZeroExtent.tooltip=When doing line checks against this PhysicsAsset, this body should return hits with zero-extent (ie line) checks.
bBlockNonZeroExtent=Block Non Zero Extent
bBlockNonZeroExtent.tooltip=When doing line checks against this PhysicsAsset, this body should return hits with non-zero-extent (ie swept-box) checks.
bEnableContinuousCollisionDetection=Enable Continuous Collision Detection
bEnableContinuousCollisionDetection.tooltip=Turn on continuous collision detection for this body.\n       This should avoid it passing through other objects when moving quickly.
bAlwaysFullAnimWeight=Always Full Anim Weight
bAlwaysFullAnimWeight.tooltip=If true (and bEnableFullAnimWeightBodies in SkelMeshComp is true), the physics of this bone will always be blended into the skeletal mesh, regardless of what PhysicsWeight of the SkelMeshComp is. \n       This is useful for bones that should always be physics, even when blending physics in and out for hit reactions (eg cloth or pony-tails).
bConsiderForBounds=Consider For Bounds
bConsiderForBounds.tooltip=Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent).\n       There is a speed improvement from having less BodySetups processed each frame when updating the bounds.
PhysMaterial=Phys Material
PhysMaterial.tooltip=Physical material to use for this body. Encodes information about density, friction etc.
MassScale=Mass Scale
MassScale.tooltip=The mass of a body is calculated automatically based on the volume of the collision geometry and the density specified by the PhysicalMaterial.\n       This parameters allows you to scale the auto-generated value for this specific body.
PreCachedPhysScale=Pre Cached Phys Scale
PreCachedPhysScale.tooltip=Scales to pre-cache physics data for this collision at.

[FracturedStaticMesh]
OutsideMaterialIndex=Outside Material Index
LoseChunkOutsideMaterial=Lose Chunk Outside Material
DynamicOutsideMaterial=Dynamic Outside Material
MinConnectionSupportArea=Min Connection Support Area
ExplosionPhysicsChunkScaleMax=Explosion Physics Chunk Scale Max
ExplosionPhysicsChunkScaleMin=Explosion Physics Chunk Scale Min
NormalPhysicsChunkScaleMax=Normal Physics Chunk Scale Max
NormalPhysicsChunkScaleMin=Normal Physics Chunk Scale Min
ExplosionChanceOfPhysicsChunk=Explosion Chance Of Physics Chunk
ChanceOfPhysicsChunk=Chance Of Physics Chunk
bSpawnPhysicsChunks=Spawn Physics Chunks
bAlwaysBreakOffIsolatedIslands=Always Break Off Isolated Islands
bFixIsolatedChunks=Fix Isolated Chunks
bCompositeChunksExplodeOnImpact=Composite Chunks Explode On Impact
ExplosionVelScale=Explosion Vel Scale
ChunkLinHorizontalScale=Chunk Lin Horizontal Scale
ChunkAngVel=Chunk Ang Vel
ChunkLinVel=Chunk Lin Vel
bSliceUsingCoreCollision=Slice Using Core Collision
CoreMeshScale=Core Mesh Scale
SourceCoreMesh=Source Core Mesh
bUniformFragmentHealth=Uniform Fragment Health
FragmentMaxHealth=Fragment Max Health
FragmentMinHealth=Fragment Min Health
FragmentHealthScale=Fragment Health Scale
FragmentDestroyEffectScale=Fragment Destroy Effect Scale
FragmentDestroyEffects=Fragment Destroy Effects

[ParticleSystem]
SystemUpdateMode=System Update Mode
LODMethod=LODMethod
LODMethod.tooltip=The method of LOD level determination to utilize for this particle system\n         PARTICLESYSTEMLODMETHOD_Automatic - Automatically set the LOD level, checking every LODDistanceCheckTime seconds.\n    PARTICLESYSTEMLODMETHOD_DirectSet - LOD level is directly set by the game code.\n    PARTICLESYSTEMLODMETHOD_ActivateAutomatic - LOD level is determined at Activation time, then left alone unless directly set by game code.
OcclusionBoundsMethod=Occlusion Bounds Method
OcclusionBoundsMethod.tooltip=Which occlusion bounds method to use for this particle system.\n       EPSOBM_None - Don't determine occlusion for this system.\n       EPSOBM_ParticleBounds - Use the bounds of the component when determining occlusion.
UpdateTime_FPS=Update Time_ FPS
UpdateTime_FPS.tooltip=UpdateTime_FPS - the frame per second to update at in FixedTime mode
WarmupTime=Warmup Time
WarmupTime.tooltip=WarmupTime     - the time to warm-up the particle system when first rendered
ThumbnailWarmup=Thumbnail Warmup
ThumbnailWarmup.tooltip=The time to warm-up the system for the thumbnail image
bOrientZAxisTowardCamera=Orient ZAxis Toward Camera
bOrientZAxisTowardCamera.tooltip=If true, the system's Z axis will be oriented toward the camera
bUseFixedRelativeBoundingBox=Use Fixed Relative Bounding Box
bUseFixedRelativeBoundingBox.tooltip=Whether to use the fixed relative bounding box or calculate it every frame.
bUseRealtimeThumbnail=Use Realtime Thumbnail
bUseRealtimeThumbnail.tooltip=Inidicates the old 'real-time' thumbnail rendering should be used
bSkipSpawnCountCheck=Skip Spawn Count Check
bSkipSpawnCountCheck.tooltip=When TRUE, do NOT perform the spawning limiter check.\n       Intended for effects used in pre-rendered cinematics.
bUseDelayRange=Use Delay Range
bUseDelayRange.tooltip=If TRUE, select the emitter delay from the range \n               [DelayLow..Delay]
bUseMobilePointSprites=Use Mobile Point Sprites
bUseMobilePointSprites.tooltip=For mobile only, whether to use point sprite rendering to speed up particle rendering
LODDistanceCheckTime=LODDistance Check Time
LODDistanceCheckTime.tooltip=How often (in seconds) the system should perform the LOD distance check.
LODDistances=LODDistances
LODDistances.tooltip=The array of distances for each LOD level in the system.\n       Used when LODMethod is set to PARTICLESYSTEMLODMETHOD_Automatic.\n \n       Example: System with 3 LOD levels\n               LODDistances(0) = 0.0\n               LODDistances(1) = 2500.0\n               LODDistances(2) = 5000.0\n \n               In this case, when the system is [   0.0 ..   2499.9] from the camera, LOD level 0 will be used.\n                                                                                [2500.0 ..   4999.9] from the camera, LOD level 1 will be used.\n                                                                                [5000.0 .. INFINITY] from the camera, LOD level 2 will be used.
LODSettings=LODSettings
FixedRelativeBoundingBox=Fixed Relative Bounding Box
FixedRelativeBoundingBox.tooltip=Fixed relative bounding box for particle system.
SecondsBeforeInactive=Seconds Before Inactive
SecondsBeforeInactive.tooltip=Number of seconds of emitter not being rendered that need to pass before it\n no longer gets ticked/ becomes inactive.
Delay=Delay
Delay.tooltip=How long this Particle system should delay when ActivateSystem is called on it.
DelayLow=Delay Low
DelayLow.tooltip=The low end of the emitter delay if using a range.
MacroUVPosition=Macro UVPosition
MacroUVPosition.tooltip=Local space position that UVs generated with the ParticleMacroUV material node will be centered on.
MacroUVRadius=Macro UVRadius
MacroUVRadius.tooltip=World space radius that UVs generated with the ParticleMacroUV material node will tile based on.
CustomOcclusionBounds=Custom Occlusion Bounds
CustomOcclusionBounds.tooltip=The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds

[Texture]
SRGB=SRGB
SRGB.tooltip=@warning: make sure to update UTexture::PostEditChange if you add an option that might require recompression. Texture settings.
CompressionNoAlpha=Compression No Alpha
CompressionFullDynamicRange=Compression Full Dynamic Range
DeferCompression=Defer Compression
bDitherMipMapAlpha=Dither Mip Map Alpha
bDitherMipMapAlpha.tooltip=When TRUE, the alpha channel of mip-maps and the base image are dithered for smooth LOD transitions.
bPreserveBorderR=Preserve Border R
bPreserveBorderR.tooltip=If TRUE, the color border pixels are preserved by mipmap generation.  One flag per color channel.
bPreserveBorderG=Preserve Border G
bPreserveBorderB=Preserve Border B
bPreserveBorderA=Preserve Border A
bForcePVRTC4=Force PVRTC4
bForcePVRTC4.tooltip=For DXT1 textures, setting this will cause the texture to be twice the size, but better looking, on iPhone
UnpackMin=Unpack Min
UnpackMax=Unpack Max
CompressionSettings=Compression Settings
Filter=Filter
Filter.tooltip=The texture filtering mode to use when sampling this texture.
LODGroup=LODGroup
LODGroup.tooltip=Texture group this texture belongs to for LOD bias
MipGenSettings=Mip Gen Settings
MipGenSettings.tooltip=Per asset specific setting to define the mip-map generation properties like sharpening and kernel size.
LODBias=LODBias
LODBias.tooltip=A bias to the index of the top mip level to use.
NumCinematicMipLevels=Num Cinematic Mip Levels
NumCinematicMipLevels.tooltip=Number of mip-levels to use for cinematic quality.
SourceFilePath=Source File Path
SourceFilePath.tooltip=Path to the resource used to construct this texture
SourceFileTimestamp=Source File Timestamp
SourceFileTimestamp.tooltip=The texture's resource.
AdjustBrightness=Adjust Brightness
AdjustBrightness.tooltip=Static texture brightness adjustment (scales HSV value.)  (Non-destructive; Requires texture source art to be available.)
AdjustBrightnessCurve=Adjust Brightness Curve
AdjustBrightnessCurve.tooltip=Static texture curve adjustment (raises HSV value to the specified power.)  (Non-destructive; Requires texture source art to be available.)
AdjustVibrance=Adjust Vibrance
AdjustVibrance.tooltip=Static texture "vibrance" adjustment (0 - 1) (HSV saturation algorithm adjustment.)  (Non-destructive; Requires texture source art to be available.)
AdjustSaturation=Adjust Saturation
AdjustSaturation.tooltip=Static texture saturation adjustment (scales HSV saturation.)  (Non-destructive; Requires texture source art to be available.)
AdjustRGBCurve=Adjust RGBCurve
AdjustRGBCurve.tooltip=Static texture RGB curve adjustment (raises linear-space RGB color to the specified power.)  (Non-destructive; Requires texture source art to be available.)
AdjustHue=Adjust Hue
AdjustHue.tooltip=Static texture hue adjustment (0 - 360) (offsets HSV hue by value in degrees.)  (Non-destructive; Requires texture source art to be available.)

[Texture2D]
AddressX=Address X
AddressX.tooltip=The addressing mode to use for the X axis.
AddressY=Address Y
AddressY.tooltip=The addressing mode to use for the Y axis.
bGlobalForceMipLevelsToBeResident=Global Force Mip Levels To Be Resident
bGlobalForceMipLevelsToBeResident.tooltip=Global/ serialized version of ForceMiplevelsToBeResident.

[NavMeshObstacle]
bEnabled=Enabled
bPreserveInternalGeo=Preserve Internal Geo

[MeshComponent]
Materials=Materials
Materials.tooltip=Per-Component material overrides.  These must NOT be set directly or a race condition can occur between GC and the rendering thread.

[StaticMeshComponent]
ForcedLodModel=Forced Lod Model
ForcedLodModel.tooltip=If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1).
StaticMesh=Static Mesh
WireframeColor=Wireframe Color
bIgnoreInstanceForTextureStreaming=Ignore Instance For Texture Streaming
bIgnoreInstanceForTextureStreaming.tooltip=Ignore this instance of this static mesh when calculating streaming information.\n       This can be useful when doing things like applying character textures to static geometry,\n       to avoid them using distance-based streaming.
bOverrideLightMapRes=Override Light Map Res
bOverrideLightMapRes.tooltip=Whether to override the lightmap resolution defined in the static mesh.
OverriddenLightMapRes=Overridden Light Map Res
OverriddenLightMapRes.tooltip=Light map resolution used if bOverrideLightMapRes is TRUE
OverriddenLODMaxRange=Overridden LODMax Range
OverriddenLODMaxRange.tooltip=With the default value of 0, the LODMaxRange from the UStaticMesh will be used to control LOD transitions, otherwise this value overrides.
bUseSimpleLightmapModifications=Use Simple Lightmap Modifications
bUseSimpleLightmapModifications.tooltip=Whether or not to use the optional simple lightmap modification texture
SimpleLightmapModificationTexture=Simple Lightmap Modification Texture
SimpleLightmapModificationTexture.tooltip=The texture to use when modifying the simple lightmap texture
SimpleLightmapModificationFunction=Simple Lightmap Modification Function
SimpleLightmapModificationFunction.tooltip=The function to use when modifying the simple lightmap texture
bNeverBecomeDynamic=Never Become Dynamic
bNeverBecomeDynamic.tooltip=Never become dynamic, even if my mesh has bCanBecomeDynamic=true
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=The Lightmass settings for this object.

[AICommandNodeBase]
CommandClass=Command Class
UtilityDMC=Utility DMC
UtilityDMC.tooltip=DMC for utility function

[AICommandNodeRoot]
RootName=Root Name

[AIGatherNodeBase]
LastUpdateTime=Last Update Time
LastUpdateTime.tooltip=Last time this gather node was updated
NodeName=Node Name
NodeName.tooltip=Name of the gather node, so we can search by node name from the utility functions of command nodes

[NavigationHandle]
bDebugConstraintsAndGoalEvals=Debug Constraints And Goal Evals
bDebugConstraintsAndGoalEvals.tooltip=when this bool is TRUE, statistics about which constraints are doing what will be printed following\n  path searches
bUltraVerbosePathDebugging=Ultra Verbose Path Debugging
bUltraVerbosePathDebugging.tooltip=when true TONS of information will be printed to the log, as well as a bunch of stuff drawn to the screen.\n debug lines will be drawn indicating the progress of the path traversal, and whenever a log message is printed related\n to an edge on the navmesh a number will be printed to the screen above it indexing into the log messages to tell you\n what that message is.\n RED lines indicate expansion was stopped at that step, other colors will change depending on the expansion generation\n (e.g. all edges traversed in the first step will be of the same color, second step a different color etc..
LastPathError=Last Path Error
LastPathError.tooltip=Relevant error code set by FindPath when a path search fails. \n  Allows decision on how to resolve a failed search by providing more information on the failure cause .\n  Only valid if FindPath returns FALSE.  Safe to ignore otherwise.\n  This value is not updated until the next search fails.
LastPathFailTime=Last Path Fail Time

[NavMeshPath_WithinDistanceEnvelope]
MaxDistance=Max Distance
MaxDistance.tooltip=outer distance of envelope (distance from test actor)
MinDistance=Min Distance
MinDistance.tooltip=inner distance of envelope (distance from test actor)
bSoft=Soft
bSoft.tooltip=if this is on instead of throwing out nodes outside traversal distance they will be gradiently penalized the further out they are
bOnlyThrowOutNodesThatLeaveEnvelope=Only Throw Out Nodes That Leave Envelope
bOnlyThrowOutNodesThatLeaveEnvelope.tooltip=when bSoft is false, should we throw out nodes whose start and end are both outside the envelope?
SoftStartPenalty=Soft Start Penalty
SoftStartPenalty.tooltip=when a path exceeds specified traversal distance this penalty will be applied, and scaled up depending on how far outside the dist it is
EnvelopeTestPoint=Envelope Test Point

[NavMeshPath_WithinTraversalDist]
MaxTraversalDist=Max Traversal Dist
MaxTraversalDist.tooltip=Maximum distance to traverse along a branch
bSoft=Soft
bSoft.tooltip=if this is on instead of throwing out nodes outside traversal distance they will be gradiently penalized the further out they are
SoftStartPenalty=Soft Start Penalty
SoftStartPenalty.tooltip=when a path exceeds specified traversal distance this penantly will be applied, and scaled up depending on how far outside the dist it is

[NavMeshGoal_WithinDistanceEnvelope]
MaxDistance=Max Distance
MaxDistance.tooltip=outer distance of envelope (distance from test actor)
MinDistance=Min Distance
MinDistance.tooltip=inner distance of envelope (distance from test actor)
MinTraversalDist=Min Traversal Dist
EnvelopeTestPoint=Envelope Test Point

[Path_WithinDistanceEnvelope]
MaxDistance=Max Distance
MaxDistance.tooltip=outer distance of envelope (distance from test actor)
MinDistance=Min Distance
MinDistance.tooltip=inner distance of envelope (distance from test actor)
bSoft=Soft
bSoft.tooltip=if this is on instead of throwing out nodes outside traversal distance they will be gradiently penalized the further out they are
bOnlyThrowOutNodesThatLeaveEnvelope=Only Throw Out Nodes That Leave Envelope
bOnlyThrowOutNodesThatLeaveEnvelope.tooltip=when bSoft is false, should we throw out nodes whose start and end are both outside the envelope?
SoftStartPenalty=Soft Start Penalty
SoftStartPenalty.tooltip=when a path exceeds specified traversal distance this penalty will be applied, and scaled up depending on how far outside the dist it is
EnvelopeTestPoint=Envelope Test Point

[Path_WithinTraversalDist]
MaxTraversalDist=Max Traversal Dist
MaxTraversalDist.tooltip=Maximum distance to traverse along a branch
bSoft=Soft
bSoft.tooltip=if this is on instead of throwing out nodes outside traversal distance they will be gradiently penalized the further out they are
SoftStartPenalty=Soft Start Penalty
SoftStartPenalty.tooltip=when a path exceeds specified traversal distance this penantly will be applied, and scaled up depending on how far outside the dist it is

[SkeletalMeshActor]
bDamageAppliesImpulse=Damage Applies Impulse
bShouldDoAnimNotifies=Should Do Anim Notifies
bShouldDoAnimNotifies.tooltip=Whether or not this actor should respond to anim notifies - CURRENTLY ONLY AFFECTS PlayParticleEffect NOTIFIES
bForceSaveInCheckpoint=Force Save In Checkpoint
bForceSaveInCheckpoint.tooltip=@hack: force saving positional data in checkpoint - some uses in Matinee require this
SkeletalMeshComponent=Skeletal Mesh Component
LightEnvironment=Light Environment
ControlTargets=Control Targets
ControlTargets.tooltip=Set of skel controls to update targets of, based on Actor location

[SkeletalMeshActorBasedOnExtremeContent]
ExtremeContent=Extreme Content
ExtremeContent.tooltip=The material to use for ExtremeContent (e.g. blood and gore!)
NonExtremeContent=Non Extreme Content
NonExtremeContent.tooltip=The material to use for NonExtremeContent (e.g. blackness everywhere there used to be blood and gore)

[HeadTrackingComponent]
TrackControllerName=Track Controller Name
TrackControllerName.tooltip=SkelControlLookAt name in the AnimTree of the SkeletalMesh
LookAtActorRadius=Look At Actor Radius
LookAtActorRadius.tooltip=Will pick up actor within this radius
bDisableBeyondLimit=Disable Beyond Limit
bDisableBeyondLimit.tooltip=Interp back to zero strength if limit surpassed
MaxLookAtTime=Max Look At Time
MaxLookAtTime.tooltip=How long can one person to look at one
MinLookAtTime=Min Look At Time
MinLookAtTime.tooltip=At least this time to look at one
MaxInterestTime=Max Interest Time
MaxInterestTime.tooltip=Once entered the radius, how long do I really care to look  ? This affects rating. It will give benefit to the person who just entered
ActorClassesToLookAt=Actor Classes To Look At
ActorClassesToLookAt.tooltip=Actor classes to look at as 0 index being the highest priority if you have anything specific
TargetBoneNames=Target Bone Names
TargetBoneNames.tooltip=Target Bone Names, where to look at - priority from top to bottom, if not found, it will continue search

[AnimationCompressionAlgorithm]
RotationCompressionFormat=Rotation Compression Format
RotationCompressionFormat.tooltip=Format for bitwise compression of rotation data.

[AnimationCompressionAlgorithm_Automatic]
MaxEndEffectorError=Max End Effector Error
MaxEndEffectorError.tooltip=Maximum amount of error that a compression technique can introduce in an end effector
bTryFixedBitwiseCompression=Try Fixed Bitwise Compression
bTryPerTrackBitwiseCompression=Try Per Track Bitwise Compression
bTryLinearKeyRemovalCompression=Try Linear Key Removal Compression
bTryIntervalKeyRemoval=Try Interval Key Removal
bRunCurrentDefaultCompressor=Run Current Default Compressor
bAutoReplaceIfExistingErrorTooGreat=Auto Replace If Existing Error Too Great
bRaiseMaxErrorToExisting=Raise Max Error To Existing

[AnimationCompressionAlgorithm_RemoveEverySecondKey]
MinKeys=Min Keys
MinKeys.tooltip=Animations with fewer than MinKeys will not lose any keys.
bStartAtSecondKey=Start At Second Key
bStartAtSecondKey.tooltip=If bStartAtSecondKey is TRUE, remove keys 1,3,5,etc.\n If bStartAtSecondKey is FALSE, remove keys 0,2,4,etc.

[AnimationCompressionAlgorithm_RemoveLinearKeys]
MaxPosDiff=Max Pos Diff
MaxPosDiff.tooltip=Maximum position difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression.
MaxAngleDiff=Max Angle Diff
MaxAngleDiff.tooltip=Maximum angle difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression.
MaxEffectorDiff=Max Effector Diff
MaxEffectorDiff.tooltip=As keys are tested for removal, we monitor the effects all the way down to the end effectors. \n If their position changes by more than this amount as a result of removing a key, the key will be retained.\n This value is used for all bones except the end-effectors parent.
MinEffectorDiff=Min Effector Diff
MinEffectorDiff.tooltip=As keys are tested for removal, we monitor the effects all the way down to the end effectors. \n If their position changes by more than this amount as a result of removing a key, the key will be retained.\n This value is used for the end-effectors parent, allowing tighter restrictions near the end of a skeletal chain.
EffectorDiffSocket=Effector Diff Socket
EffectorDiffSocket.tooltip=Error threshold for End Effectors with Sockets attached to them.\n Typically more important bone, where we want to be less aggressive with compression.
ParentKeyScale=Parent Key Scale
ParentKeyScale.tooltip=A scale value which increases the likelihood that a bone will retain a key if it's parent also had a key at the same time position. \n Higher values can remove shaking artifacts from the animation, at the cost of compression.
bRetarget=Retarget
bRetarget.tooltip=TRUE = As the animation is compressed, adjust animated nodes to compensate for compression error.\n FALSE= Do not adjust animated nodes.
bActuallyFilterLinearKeys=Actually Filter Linear Keys
bActuallyFilterLinearKeys.tooltip=Controls whether the final filtering step will occur, or only the retargetting after bitwise compression.\n  If both this and bRetarget are false, then the linear compressor will do no better than the underlying bitwise compressor, extremely slowly.

[AnimationCompressionAlgorithm_PerTrackCompression]
MaxZeroingThreshold=Max Zeroing Threshold
MaxZeroingThreshold.tooltip=Maximum threshold to use when replacing a component with zero. Lower values retain more keys, but yield less compression.
MaxPosDiffBitwise=Max Pos Diff Bitwise
MaxPosDiffBitwise.tooltip=Maximum position difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression.
MaxAngleDiffBitwise=Max Angle Diff Bitwise
MaxAngleDiffBitwise.tooltip=Maximum angle difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression.
AllowedRotationFormats=Allowed Rotation Formats
AllowedRotationFormats.tooltip=Which encoding formats is the per-track compressor allowed to try on rotation keys
AllowedTranslationFormats=Allowed Translation Formats
AllowedTranslationFormats.tooltip=Which encoding formats is the per-track compressor allowed to try on translation keys
bResampleAnimation=Resample Animation
bResampleAnimation.tooltip=If TRUE, resample the animation to ResampleFramerate frames per second
bUseAdaptiveError=Use Adaptive Error
bUseAdaptiveError.tooltip=If TRUE, adjust the error thresholds based on the 'height' within the skeleton
bUseOverrideForEndEffectors=Use Override For End Effectors
bUseOverrideForEndEffectors.tooltip=If TRUE, uses MinEffectorDiff as the threhsold for end effectors
bUseAdaptiveError2=Use Adaptive Error 2
bUseAdaptiveError2.tooltip=If true, the adaptive error system will determine how much error to allow for each track, based on the\n error introduced in end effectors due to errors in the track.
ResampledFramerate=Resampled Framerate
ResampledFramerate.tooltip=When bResampleAnimation is true, this defines the desired framerate
MinKeysForResampling=Min Keys For Resampling
MinKeysForResampling.tooltip=Animations with fewer keys than MinKeysForResampling will not be resampled.
TrackHeightBias=Track Height Bias
TrackHeightBias.tooltip=A bias added to the track height before using it to calculate the adaptive error
ParentingDivisor=Parenting Divisor
ParentingDivisor.tooltip=Reduces the error tolerance the further up the tree that a key occurs\n    EffectiveErrorTolerance = Max(BaseErrorTolerance / Power(ParentingDivisor, Max(Height+Bias,0) ParentingDivisorExponent), ZeroingThreshold)\n Only has an effect bUseAdaptiveError is TRUE
ParentingDivisorExponent=Parenting Divisor Exponent
ParentingDivisorExponent.tooltip=Reduces the error tolerance the further up the tree that a key occurs\n    EffectiveErrorTolerance = Max(BaseErrorTolerance / Power(ParentingDivisor, Max(Height+Bias,0) ParentingDivisorExponent), ZeroingThreshold)\n Only has an effect bUseAdaptiveError is TRUE
RotationErrorSourceRatio=Rotation Error Source Ratio
RotationErrorSourceRatio.tooltip=This ratio determines how much error in end effector rotation can come from a given track's rotation error or translation error.\n If 1, all of it must come from rotation error, if 0.5, half can come from each, and if 0.0, all must come from translation error.
TranslationErrorSourceRatio=Translation Error Source Ratio
TranslationErrorSourceRatio.tooltip=This ratio determines how much error in end effector translation can come from a given track's rotation error or translation error.\n If 1, all of it must come from rotation error, if 0.5, half can come from each, and if 0.0, all must come from translation error.
MaxErrorPerTrackRatio=Max Error Per Track Ratio
MaxErrorPerTrackRatio.tooltip=A fraction that determines how much of the total error budget can be introduced by any particular track

[AnimationCompressionAlgorithm_RemoveTrivialKeys]
MaxPosDiff=Max Pos Diff
MaxAngleDiff=Max Angle Diff

[AnimMetaData_SkelControl]
SkelControlNameList=Skel Control Name List
SkelControlNameList.tooltip=List of Bone Controllers Names to control.
bFullControlOverController=Full Control Over Controller
bFullControlOverController.tooltip=If TRUE, then it requires bControlledByAnimMetadata to be set as well on the BoneController.\n It will then affect AnimMetadataWeight instead of ControlStrength.\n And BoneController will only be turned on if there is such metadata present in the animation.\n FALSE will set directly the BoneController's ControlStrength when that metadata is present.

[AnimMetaData_SkelControlKeyFrame]
KeyFrames=Key Frames
KeyFrames.tooltip=Modifiers for what time and what strength for this skelcontrol

[AnimNotify_CameraEffect]
CameraLensEffect=Camera Lens Effect
CameraLensEffect.tooltip=The effect to play non the camera

[AnimNotify_ClothingMaxDistanceScale]
StartScale=Start Scale
StartScale.tooltip=The Particle system to play
EndScale=End Scale
ScaleMode=Scale Mode

[AnimNotify_Footstep]
FootDown=Foot Down
FootDown.tooltip=0=left 1=right.

[AnimNotify_ForceField]
ForceFieldComponent=Force Field Component
ForceFieldComponent.tooltip=Type of Forcefield
bAttach=Attach
bAttach.tooltip=If this ForceField system should be attached to the location.
SocketName=Socket Name
SocketName.tooltip=The socketname in which to attach the ForceField.  Looks for a socket name first then bone name
BoneName=Bone Name
BoneName.tooltip=The bone name in which to attach the ForceField. Looks for a socket name first then bone name

[AnimNotify_Kismet]
NotifyName=Notify Name

[AnimNotify_PlayParticleEffect]
PSTemplate=PSTemplate
PSTemplate.tooltip=The Particle system to play
bIsExtremeContent=Is Extreme Content
bIsExtremeContent.tooltip=If this effect should be considered extreme content
bAttach=Attach
bAttach.tooltip=If this particle system should be attached to the location.
bPreview=Preview
bPreview.tooltip=If TRUE, the particle system will play in the viewer as well as in game
bSkipIfOwnerIsHidden=Skip If Owner Is Hidden
bSkipIfOwnerIsHidden.tooltip=If Owner is hidden, skip particle effect
PSNonExtremeContentTemplate=PSNon Extreme Content Template
PSNonExtremeContentTemplate.tooltip=If this is extreme content(bIsExtremeContent == TRUE), play this instead
SocketName=Socket Name
SocketName.tooltip=The socketname in which to play the particle effect.  Looks for a socket name first then bone name
BoneName=Bone Name
BoneName.tooltip=The bone name in which to play the particle effect. Looks for a socket name first then bone name

[AnimNotify_Rumble]
PredefinedWaveForm=Predefined Wave Form
PredefinedWaveForm.tooltip=A predefined WaveForm
WaveForm=Wave Form
WaveForm.tooltip=The waveform to play
bCheckForBasedPlayer=Check For Based Player
bCheckForBasedPlayer.tooltip=If set the player must be based on this actor for the wave to be played
EffectRadius=Effect Radius
EffectRadius.tooltip=If non-zero the effect will happen if the player is with in this radius of the playing actor

[AnimNotify_Script]
NotifyName=Notify Name
NotifyTickName=Notify Tick Name
NotifyTickName.tooltip=If this notify has a duration, name of the function to call each update
NotifyEndName=Notify End Name
NotifyEndName.tooltip=If this notify has a duration, name of the function to call at the end

[AnimNotify_PawnMaterialParam]
ScalarParameterInterpArray=Scalar Parameter Interp Array

[AnimNotify_ViewShake]
bDoControllerVibration=Do Controller Vibration
bUseBoneLocation=Use Bone Location
bUseBoneLocation.tooltip=Should use a bone location as the shake's epicenter?
ShakeRadius=Shake Radius
ShakeRadius.tooltip=Radius within which to shake player views. If 0 only plays on the animated player
BoneName=Bone Name
BoneName.tooltip=if so, bone name to use
ShakeParams=Shake Params

[AnimNotify_Sound]
SoundCue=Sound Cue
bFollowActor=Follow Actor
bIgnoreIfActorHidden=Ignore If Actor Hidden
BoneName=Bone Name
PercentToPlay=Percent To Play
PercentToPlay.tooltip=This is the percent to play this Sound.  Defaults to 100% (aka 1.0f)
VolumeMultiplier=Volume Multiplier
PitchMultiplier=Pitch Multiplier

[AnimNotify_Trails]
PSTemplate=PSTemplate
PSTemplate.tooltip=The Particle system to play
bIsExtremeContent=Is Extreme Content
bIsExtremeContent.tooltip=If this effect should be considered extreme content
bPreview=Preview
bPreview.tooltip=If TRUE, the particle system will play in the viewer as well as in game
bSkipIfOwnerIsHidden=Skip If Owner Is Hidden
bSkipIfOwnerIsHidden.tooltip=If Owner is hidden, skip particle effect
FirstEdgeSocketName=First Edge Socket Name
FirstEdgeSocketName.tooltip=The first edge socket - with the second edge defines the edges of the trail
ControlPointSocketName=Control Point Socket Name
ControlPointSocketName.tooltip=The control point socket - controls the UV tiling as well as\n       tapering the two edges to this point.
SecondEdgeSocketName=Second Edge Socket Name
SecondEdgeSocketName.tooltip=The second edge socket - with the first edge defines the edges of the trail
SamplesPerSecond=Samples Per Second
SamplesPerSecond.tooltip=The frame rate (FPS) to sample the animation at for trail points

[AnimNode]
bTickDuringPausedAnims=Tick During Paused Anims
bTickDuringPausedAnims.tooltip=If TRUE, this node will be ticked, even if bPauseAnims is TRUE on the SkelMeshComp.
bCallScriptEventOnInit=Call Script Event On Init
bCallScriptEventOnInit.tooltip=Flags to control if Script Events should be called. Note that those will affect performance, so be careful!
bCallScriptEventOnBecomeRelevant=Call Script Event On Become Relevant
bCallScriptEventOnCeaseRelevant=Call Script Event On Cease Relevant
NodeName=Node Name
NodeName.tooltip=This is the name used to find an AnimNode by name from a tree.
LastUpdatedAnimMorphKeys=Last Updated Anim Morph Keys
LastUpdatedAnimMorphKeys.tooltip=Array of blended curve key for editor only

[AnimNodeBlendBase]
BlendType=Blend Type
BlendType.tooltip=Type of animation blending. Affects how the weight interpolates.

[AnimNode_MultiBlendPerBone]
MaskList=Mask List
MaskList.tooltip=List of Masks. Matches size of Children array - 1
RotationBlendType=Rotation Blend Type
RotationBlendType.tooltip=How rotation should be blended

[AnimNodeAimOffset]
Aim=Aim
Aim.tooltip=Angle of aiming, between -1..+1
AngleOffset=Angle Offset
AngleOffset.tooltip=Angle offset applied to Aim before processing
bForceAimDir=Force Aim Dir
bForceAimDir.tooltip=If true, ignore Aim, and use the ForcedAimDir enum instead to determine which aim direction to draw.
bBakeFromAnimations=Bake From Animations
bBakeFromAnimations.tooltip=Bake offsets from animations.
bPassThroughWhenNotRendered=Pass Through When Not Rendered
bPassThroughWhenNotRendered.tooltip=if TRUE, pass through (skip additive animation blending) when mesh is not rendered
bSynchronizeNodesInEditor=Synchronize Nodes In Editor
bSynchronizeNodesInEditor.tooltip=When moving the slider, keep nodes with same property in sync.
PassThroughAtOrAboveLOD=Pass Through At Or Above LOD
PassThroughAtOrAboveLOD.tooltip=If the LOD of this skeletal mesh is at or above this LOD, then this node will do nothing.
ForcedAimDir=Forced Aim Dir
ForcedAimDir.tooltip=If bForceAimDir is true, this is the direction to render the character aiming in.
Profiles=Profiles
Profiles.tooltip=Array of different aiming 'profiles'
CurrentProfileIndex=Current Profile Index
CurrentProfileIndex.tooltip=Index of currently active Profile.\n       Use the SetActiveProfileByName or SetActiveProfileByIndex function to change.

[AnimNodeBlend]
bSkipBlendWhenNotRendered=Skip Blend When Not Rendered

[AnimNodeAdditiveBlending]
bPassThroughWhenNotRendered=Pass Through When Not Rendered
bPassThroughWhenNotRendered.tooltip=if TRUE, pass through (skip additive animation blending) when mesh is not rendered

[AnimNodeBlendPerBone]
bForceLocalSpaceBlend=Force Local Space Blend
bForceLocalSpaceBlend.tooltip=If TRUE, blend will be done in local space.
BranchStartBoneName=Branch Start Bone Name
BranchStartBoneName.tooltip=List of branches to mask in from child2

[AnimNodeCrossfader]
DefaultAnimSeqName=Default Anim Seq Name
DefaultAnimSeqName.tooltip=default animation sequence played upon startup

[AnimNodeBlendDirectional]
DirDegreesPerSecond=Dir Degrees Per Second
DirDegreesPerSecond.tooltip=Allows control over how quickly the directional blend should be allowed to change.
SingleAnimAtOrAboveLOD=Single Anim At Or Above LOD
SingleAnimAtOrAboveLOD.tooltip=If the LOD for the mesh is at or above this LOD level, only use a single directional animation instead of blending.
bUseAcceleration=Use Acceleration
bUseAcceleration.tooltip=Use acceleration instead of Velocity to determine speed

[AnimNodeBlendList]
bPlayActiveChild=Play Active Child
bPlayActiveChild.tooltip=Call play anim when active child is changed
bForceChildFullWeightWhenBecomingRelevant=Force Child Full Weight When Becoming Relevant
bForceChildFullWeightWhenBecomingRelevant.tooltip=If TRUE (Default), then when the node becomes relevant, the Active Child will be forced to full weight.\n This is a general optimization, as multiple nodes tend to change state at the same time, this will\n reduce the maximum number of blends and animation decompression done at the same time.\n Setting it to FALSE, will let the node interpolate animation normally.
bSkipBlendWhenNotRendered=Skip Blend When Not Rendered
bSkipBlendWhenNotRendered.tooltip=if TRUE, do not blend when the Skeletal Mesh is not visible.\n Optimization to save on blending time when meshes are not rendered.\n Instant switch instead.
EditorActiveChildIndex=Editor Active Child Index
EditorActiveChildIndex.tooltip=ActiveChildIndex for use in editor only, to debug transitions

[AnimNodeBlendByBase]
Type=Type
Type.tooltip=Type of comparison to do
ActorTag=Actor Tag
ActorTag.tooltip=Actor tag that will match the base
ActorClass=Actor Class
ActorClass.tooltip=Actor class that will match the base
BlendTime=Blend Time
BlendTime.tooltip=Duration of blend

[AnimNodeBlendByProperty]
PropertyName=Property Name
PropertyName.tooltip=Property Name to look up
bUseOwnersBase=Use Owners Base
bUseOwnersBase.tooltip=If Property should be looked up on the Owner's base instead of the Owner.
bUseSpecificBlendTimes=Use Specific Blend Times
bUseSpecificBlendTimes.tooltip=Use BlendToChild1Time/BlendToChild2Time instead of BlendTime?
bSynchronizeNodesInEditor=Synchronize Nodes In Editor
bSynchronizeNodesInEditor.tooltip=When moving the slider, keep nodes with same property in sync.
BlendTime=Blend Time
FloatPropMin=Float Prop Min
FloatPropMax=Float Prop Max
BlendToChild1Time=Blend To Child 1Time
BlendToChild2Time=Blend To Child 2Time

[AnimNodeBlendBySpeed]
BlendUpTime=Blend Up Time
BlendUpTime.tooltip=How fast to blend when going up
BlendDownTime=Blend Down Time
BlendDownTime.tooltip=How fast to blend when going down
BlendDownPerc=Blend Down Perc
BlendDownPerc.tooltip=When should we start blending back down
Constraints=Constraints
Constraints.tooltip=Weights/ constraints used for transition between child nodes
bUseAcceleration=Use Acceleration
bUseAcceleration.tooltip=Use acceleration instead of Velocity to determine speed
BlendUpDelay=Blend Up Delay
BlendUpDelay.tooltip=Optional delay before blending to the next channel
BlendDownDelay=Blend Down Delay
BlendDownDelay.tooltip=Optional delay before blending to the next channel

[AnimNodeRandom]
RandomInfo=Random Info

[AnimNodeBlendMultiBone]
BlendTargetList=Blend Target List
BlendTargetList.tooltip=List of blend targets - one per bone to blend

[AnimNodeMirror]
bEnableMirroring=Enable Mirroring

[AnimNodeScalePlayRate]
ScaleByValue=Scale By Value

[AnimNodeScaleRateBySpeed]
BaseSpeed=Base Speed

[AnimNodeSlot]
bEarlyAnimEndNotify=Early Anim End Notify
bEarlyAnimEndNotify.tooltip=If TRUE (default), then forward the AnimEnd notification when we start blending out the animation.\n This usually improves transitions and blends, as we can start playing new animations as soon as this one\n starts blending out, as opposed to waiting until it is fully blended out.\n Setting this to FALSE, will trigger the standard behavior of triggering AnimEnd notifies when the animation is really done playing.
bSkipBlendWhenNotRendered=Skip Blend When Not Rendered
bSkipBlendWhenNotRendered.tooltip=if TRUE, do not blend when the Skeletal Mesh is not visible.\n Optimization to save on blending time when meshes are not rendered.\n Instant switch instead.
bAdditiveAnimationsOverrideSource=Additive Animations Override Source
bAdditiveAnimationsOverrideSource.tooltip=If TRUE, Additive Animations override the source input.\n  If FALSE, Additive Animations are added to source input. (DEFAULT)

[AnimNodeSynch]
Groups=Groups
Groups.tooltip=List of groups to synchronize

[AnimTree]
AnimTreeTemplate=Anim Tree Template
AnimTreeTemplate.tooltip=Anim Tree template we were created from, or None if we are a template
bEnablePooling=Enable Pooling
bEnablePooling.tooltip=Enable pooling for this AnimTree. This will pool freed copies of this AnimTree for later reuse
AnimGroups=Anim Groups
AnimGroups.tooltip=List of animations groups
ComposePrePassBoneNames=Compose Pre Pass Bone Names
ComposePostPassBoneNames=Compose Post Pass Bone Names
PreviewPlayRate=Preview Play Rate
PreviewPlayRate.tooltip=Play rate used when previewing animations
PreviewMeshList=Preview Mesh List
PreviewMeshList.tooltip=SkeletalMesh used when previewing this AnimTree in the AnimTreeEditor.
PreviewSocketList=Preview Socket List
PreviewAnimSetList=Preview Anim Set List

[AnimNodeSequence]
AnimSeqName=Anim Seq Name
AnimSeqName.tooltip=This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent.
Rate=Rate
Rate.tooltip=Speed at which the animation will be played back. Multiplied by the RateScale in the AnimSequence. Default is 1.0
bPlaying=Playing
bPlaying.tooltip=Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called.
bLooping=Looping
bLooping.tooltip=If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning.
bCauseActorAnimEnd=Cause Actor Anim End
bCauseActorAnimEnd.tooltip=Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops.
bCauseActorAnimPlay=Cause Actor Anim Play
bCauseActorAnimPlay.tooltip=Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it.
bZeroRootRotation=Zero Root Rotation
bZeroRootRotation.tooltip=Always return a zero rotation (unit quaternion) for the root bone of this animation.
bZeroRootTranslation=Zero Root Translation
bZeroRootTranslation.tooltip=Always return root bone translation at the origin.
bDisableWarningWhenAnimNotFound=Disable Warning When Anim Not Found
bDisableWarningWhenAnimNotFound.tooltip=if TRUE, don't display a warning when animation is not found.
bNoNotifies=No Notifies
bNoNotifies.tooltip=Whether any notifies in the animation sequence should be executed for this node.
bForceRefposeWhenNotPlaying=Force Refpose When Not Playing
bForceRefposeWhenNotPlaying.tooltip=Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization)
bForceAlwaysSlave=Force Always Slave
bForceAlwaysSlave.tooltip=If TRUE, this node can never be a synchronization master node, always slave.
bSynchronize=Synchronize
bSynchronize.tooltip=TRUE by default. This node can be synchronized with others, when part of a SynchGroup. \n Set to FALSE if node shouldn't be synchronized, but still part of notification group.
bReverseSync=Reverse Sync
bReverseSync.tooltip=Reverse synchronization. Go in opposite direction.
bShowTimeLineSlider=Show Time Line Slider
bShowTimeLineSlider.tooltip=Display time line slider
bLoopCameraAnim=Loop Camera Anim
bLoopCameraAnim.tooltip=True to loop the CameraAnim, false for a one-off.
bRandomizeCameraAnimLoopStartTime=Randomize Camera Anim Loop Start Time
bRandomizeCameraAnimLoopStartTime.tooltip=True to randomize the CameraAnims start position, so it doesn't look the same every time.  Ignored if bLoopCameraAnim is false.
CurrentTime=Current Time
CurrentTime.tooltip=Current position (in seconds)
NotifyWeightThreshold=Notify Weight Threshold
NotifyWeightThreshold.tooltip=Total weight that this node must be at in the final blend for notifies to be executed.\n This is ignored when the node is part of a group.
SynchGroupName=Synch Group Name
SynchGroupName.tooltip=name of group this node belongs to
SynchPosOffset=Synch Pos Offset
SynchPosOffset.tooltip=Relative position offset.
CameraAnim=Camera Anim
CameraAnim.tooltip=Reference to the CameraAnim to play in conjunction with this animation.
CameraAnimScale=Camera Anim Scale
CameraAnimScale.tooltip="Intensity" multiplier applied to the camera anim.
CameraAnimPlayRate=Camera Anim Play Rate
CameraAnimPlayRate.tooltip=How fast to playback the camera anim.
CameraAnimBlendInTime=Camera Anim Blend In Time
CameraAnimBlendInTime.tooltip=How long to blend in the camera anim.
CameraAnimBlendOutTime=Camera Anim Blend Out Time
CameraAnimBlendOutTime.tooltip=How long to blend out the camera anim.
RootBoneOption=Root Bone Option
RootBoneOption.tooltip=Root Motion Rotation.
RootRotationOption=Root Rotation Option
RootRotationOption.tooltip=EDITOR ONLY\n Add Ref Pose to Additive Animation, so it can be viewed fully into the AnimSetViewer.

[AnimNodeSequenceBlendBase]
Anims=Anims
Anims.tooltip=Array of animations to blend

[AnimNodeSequenceBlendByAim]
Aim=Aim
Aim.tooltip=Angle of aiming, between -1..+1
HorizontalRange=Horizontal Range
VerticalRange=Vertical Range
AngleOffset=Angle Offset
AngleOffset.tooltip=Angle offset applied to Aim before processing
AnimName_LU=Anim Name_ LU
AnimName_LU.tooltip=Animations Left
AnimName_LC=Anim Name_ LC
AnimName_LD=Anim Name_ LD
AnimName_CU=Anim Name_ CU
AnimName_CU.tooltip=Center
AnimName_CC=Anim Name_ CC
AnimName_CD=Anim Name_ CD
AnimName_RU=Anim Name_ RU
AnimName_RU.tooltip=Right
AnimName_RC=Anim Name_ RC
AnimName_RD=Anim Name_ RD

[MorphNodeBase]
NodeName=Node Name
NodeName.tooltip=User-defined name of morph node, used for identifying a particular by node for example.

[MorphNodeMultiPose]
MorphNames=Morph Names
MorphNames.tooltip=Name of morph target to use for this pose node. \n       Actual MorphTarget is looked up by name in the MorphSets array in the SkeletalMeshComponent.
Weights=Weights
Weights.tooltip=default weight is 1.f. But it can be scaled for tweaking.

[MorphNodePose]
MorphName=Morph Name
MorphName.tooltip=Name of morph target to use for this pose node. \n       Actual MorphTarget is looked up by name in the MorphSets array in the SkeletalMeshComponent.
Weight=Weight
Weight.tooltip=default weight is 1.f. But it can be scaled for tweaking.

[MorphNodeWeightByBoneAngle]
BaseBoneName=Base Bone Name
BaseBoneName.tooltip=Base Bone Name
BaseBoneAxis=Base Bone Axis
BaseBoneAxis.tooltip=Axis to use on Base Bone, X, Y or Z
AngleBoneAxis=Angle Bone Axis
AngleBoneAxis.tooltip=Axis to use on Angle Bone, X, Y or Z
bInvertBaseBoneAxis=Invert Base Bone Axis
bInvertBaseBoneAxis.tooltip=Should the Angle bone axis be inverted?
bInvertAngleBoneAxis=Invert Angle Bone Axis
bInvertAngleBoneAxis.tooltip=Should the Angle bone axis be inverted?
bControlMaterialParameter=Control Material Parameter
bControlMaterialParameter.tooltip=Material Parameter control
AngleBoneName=Angle Bone Name
AngleBoneName.tooltip=Angle bone name
MaterialSlotId=Material Slot Id
ScalarParameterName=Scalar Parameter Name
WeightArray=Weight Array
WeightArray.tooltip=Array of points translating angles into morph weights

[MorphNodeWeightByBoneRotation]
BoneName=Bone Name
BoneName.tooltip=Bone Name
BoneAxis=Bone Axis
BoneAxis.tooltip=Bone Axis to use X, Y or Z
bInvertBoneAxis=Invert Bone Axis
bInvertBoneAxis.tooltip=Should the bone axis be inverted?
bControlMaterialParameter=Control Material Parameter
bControlMaterialParameter.tooltip=Material Parameter control
WeightArray=Weight Array
WeightArray.tooltip=Array of points translating angles into morph weights
MaterialSlotId=Material Slot Id
ScalarParameterName=Scalar Parameter Name

[SkelControlBase]
ControlName=Control Name
ControlName.tooltip=Name used to identify this SkelControl.
ControlStrength=Control Strength
ControlStrength.tooltip=Used to control how much affect this SkelControl has.\n       1.0 means fully active, 0.0 means have no affect.\n       Exactly how the control ramps up depends on the specific control type.
BlendInTime=Blend In Time
BlendInTime.tooltip=When calling SetActive passing in 'true', indicates how many seconds to take to reach a ControlStrength of 1.0.
BlendOutTime=Blend Out Time
BlendOutTime.tooltip=When calling SetActive passing in 'false', indicates how many seconds to take to reach a ControlStrength of 0.0.
BlendType=Blend Type
BlendType.tooltip=BlendType - Easy in/out
bPostPhysicsController=Post Physics Controller
bPostPhysicsController.tooltip=If TRUE, this controller will be applied AFTER physics has been run, as part of the process of blending physics into the graphics skeleton.
bSetStrengthFromAnimNode=Set Strength From Anim Node
bSetStrengthFromAnimNode.tooltip=If true, Strength will be the same as given AnimNode(s). This is to make transitions easier between nodes and Controllers.
bControlledByAnimMetada=Controlled By Anim Metada
bControlledByAnimMetada.tooltip=if TRUE, weight default to 0, and metadata in animation will enable the node based on animation weight.
bInvertMetadataWeight=Invert Metadata Weight
bInvertMetadataWeight.tooltip=If TRUE, weight defaults to 1, and metadata will set that to zero, disabling the node
bPropagateSetActive=Propagate Set Active
bPropagateSetActive.tooltip=If true, calling SetSkelControlActive on this node will call SetSkelControlActive on the next one in the chain as well.
bIgnoreWhenNotRendered=Ignore When Not Rendered
bIgnoreWhenNotRendered.tooltip=whether this control should be ignored if the SkeletalMeshComponent being composed hasn't been rendered recently\n \n       @note this can be forced by the SkeletalMeshComponent's bIgnoreControllersWhenNotRendered flag
bEnableEaseInOut=Enable Ease In Out
bEnableEaseInOut.tooltip=This will change to BlendType in general
StrengthAnimNodeNameList=Strength Anim Node Name List
StrengthAnimNodeNameList.tooltip=List of AnimNode names, to get Strength from
BoneScale=Bone Scale
BoneScale.tooltip=This scaling is applied to the bone that this control is acting upon.
IgnoreAtOrAboveLOD=Ignore At Or Above LOD
IgnoreAtOrAboveLOD.tooltip=If the LOD of this skeletal mesh is at or above this LOD, then this SkelControl will not be applied.

[SkelControl_CCD_IK]
EffectorLocation=Effector Location
EffectorLocation.tooltip=Where you want the controlled bone to be. Will be placed as close as possible within the constraints of the limb.
EffectorLocationSpace=Effector Location Space
EffectorLocationSpace.tooltip=Reference frame that the DesiredLocation is defined in.
EffectorSpaceBoneName=Effector Space Bone Name
EffectorSpaceBoneName.tooltip=Name of bone used if DesiredLocationSpace is BCS_OtherBoneSpace.
EffectorTranslationFromBone=Effector Translation From Bone
EffectorTranslationFromBone.tooltip=Translation from bone
NumBones=Num Bones
NumBones.tooltip=Number of bones above the active one in the hierarchy to modify and apply CCD IK.
MaxPerBoneIterations=Max Per Bone Iterations
MaxPerBoneIterations.tooltip=Loop MaxPerBoneIterations per bone in the chain.
Precision=Precision
Precision.tooltip=Error tolerance to consider IK Target reached, in squared units.
bStartFromTail=Start From Tail
bStartFromTail.tooltip=By default CCD starts at end of chain and goes backwards. If TRUE, do the opposite.
bNoTurnOptimization=No Turn Optimization
bNoTurnOptimization.tooltip=if TRUE, skip update when turn is negligible.
AngleConstraint=Angle Constraint
AngleConstraint.tooltip=Joint Angle Constraint
MaxAngleSteps=Max Angle Steps
MaxAngleSteps.tooltip=Max Angle Steps

[SkelControl_Multiply]
Multiplier=Multiplier
Multiplier.tooltip=How much to scale the angle

[SkelControl_TwistBone]
SourceBoneName=Source Bone Name
SourceBoneName.tooltip=Name of source bone to use. For a forearm twist, that would be the hand bone name.
TwistAngleScale=Twist Angle Scale
TwistAngleScale.tooltip=How much to scale down the roll angle

[SkelControlLimb]
EffectorLocation=Effector Location
EffectorLocation.tooltip=Where you want the controlled bone to be. Will be placed as close as possible within the constraints of the limb.
EffectorLocationSpace=Effector Location Space
EffectorLocationSpace.tooltip=Reference frame that the DesiredLocation is defined in.
JointTargetLocationSpace=Joint Target Location Space
JointTargetLocationSpace.tooltip=Reference frame in which JointTargetLocation is defined.
JointOffsetSpace=Joint Offset Space
JointOffsetSpace.tooltip=Space this offset is in
BoneAxis=Bone Axis
BoneAxis.tooltip=Axis of graphical bone to align along the length of the bone.
JointAxis=Joint Axis
JointAxis.tooltip=Axis of graphical bone to align along the hinge axis of the joint.
EffectorSpaceBoneName=Effector Space Bone Name
EffectorSpaceBoneName.tooltip=Name of bone used if DesiredLocationSpace is BCS_OtherBoneSpace or BCS_BaseMeshSpace.
JointTargetLocation=Joint Target Location
JointTargetLocation.tooltip=Point in space where the joint should move towards as it bends.
JointTargetSpaceBoneName=Joint Target Space Bone Name
JointTargetSpaceBoneName.tooltip=Name of bone used if JointTargetLocationSpace is BCS_OtherBoneSpace.
JointOffset=Joint Offset
JointOffset.tooltip=Apply an Offset to the Joint (Elbow) bone. This will create stretching!
JointOffsetBoneName=Joint Offset Bone Name
JointOffsetBoneName.tooltip=Optional bone name to be used by JoinOffsetSpace
bInvertBoneAxis=Invert Bone Axis
bInvertBoneAxis.tooltip=If we want to invert BoneAxis when constructing the transform for the bones.
bInvertJointAxis=Invert Joint Axis
bInvertJointAxis.tooltip=If we want to invert JointAxis when constructing the transform for the bones.
bRotateJoint=Rotate Joint
bRotateJoint.tooltip=Experiment to Rotate Joint Bone, rather than creating a new Matrix for it.
bMaintainEffectorRelRot=Maintain Effector Rel Rot
bMaintainEffectorRelRot.tooltip=If true, modify the relative rotation between the end 'effector' bone and its parent bone. If false,\n       the rotation of the end bone will not be modified by this controller.
bTakeRotationFromEffectorSpace=Take Rotation From Effector Space
bTakeRotationFromEffectorSpace.tooltip=If true, rotation of effector bone is copied from the bone specified by EffectorSpaceBoneName.
bAllowStretching=Allow Stretching
bAllowStretching.tooltip=Is Limb allowed to stretch to reach its target?
StretchLimits=Stretch Limits
StretchLimits.tooltip=Stretching limits.\n X represents the relative length of the limb at which it will start stretching.\n Y represents the maximum stretch factor allowed.\n For example (X=0.5,Y=2.f) will mean that the limb is allowed to stretch up to twice its length.\n And it will start stretching when shoulder to effector distance is half of the full arm length.
StretchRollBoneName=Stretch Roll Bone Name
StretchRollBoneName.tooltip=Name of Roll Bone to stretch as well.

[SkelControlFootPlacement]
FootOffset=Foot Offset
FootOffset.tooltip=Vertical offset to apply to foot bone. This is applied along the vector between the hip position and the foot bone position.
FootUpAxis=Foot Up Axis
FootUpAxis.tooltip=Axis of the foot bone to align to ground normal (if bOrientFootToGround is true).
FootRotOffset=Foot Rot Offset
FootRotOffset.tooltip=Rotation offset applied to foot matrix before taking the FootUpAxis.
bInvertFootUpAxis=Invert Foot Up Axis
bInvertFootUpAxis.tooltip=If we should invert the axis used for aligning the foot to the floor, defined by FootUpAxis.
bOrientFootToGround=Orient Foot To Ground
bOrientFootToGround.tooltip=If we should attempt to align the foot bone with the surface normal of the ground.
bOnlyEnableForUpAdjustment=Only Enable For Up Adjustment
bOnlyEnableForUpAdjustment.tooltip=This control should be completely disabled if we are not doing an upwards adjustment on the foot.
MaxUpAdjustment=Max Up Adjustment
MaxUpAdjustment.tooltip=Maximum distance from animated post that foot will be moved up.
MaxDownAdjustment=Max Down Adjustment
MaxDownAdjustment.tooltip=Maximum distance from animated post that foot will be moved down.
MaxFootOrientAdjust=Max Foot Orient Adjust
MaxFootOrientAdjust.tooltip=Maximum angle (in degrees) that we will rotate the foot from the animated orientation in an attempt to match the ground normal.

[SkelControlLookAt]
TargetLocation=Target Location
TargetLocation.tooltip=Position in world space that this bone is looking at.
TargetLocationSpace=Target Location Space
TargetLocationSpace.tooltip=Reference frame that TargetLocation is defined in.
LookAtAxis=Look At Axis
LookAtAxis.tooltip=Axis of the controlled bone that you wish to point at the TargetLocation.
UpAxis=Up Axis
UpAxis.tooltip=Axis of bone to point upwards. Cannot be the same as LookAtAxis.
AllowRotationSpace=Allow Rotation Space
TargetSpaceBoneName=Target Space Bone Name
TargetSpaceBoneName.tooltip=Name of bone used if TargetLocationSpace is BCS_OtherBoneSpace.
bInvertLookAtAxis=Invert Look At Axis
bInvertLookAtAxis.tooltip=Whether to invert the LookAtAxis, so it points away from the TargetLocation.
bDefineUpAxis=Define Up Axis
bDefineUpAxis.tooltip=If you want to also define which axis should try to point 'up' (world +Z).
bInvertUpAxis=Invert Up Axis
bInvertUpAxis.tooltip=Whether to invert the UpAxis, so it points down instead.
bEnableLimit=Enable Limit
bEnableLimit.tooltip=If true, only allow a certain adjustment from the reference pose of the bone.
bLimitBasedOnRefPose=Limit Based On Ref Pose
bLimitBasedOnRefPose.tooltip=By default limit is based on ref pose of the character
bDisableBeyondLimit=Disable Beyond Limit
bDisableBeyondLimit.tooltip=Interp back to zero strength if limit surpassed
bNotifyBeyondLimit=Notify Beyond Limit
bNotifyBeyondLimit.tooltip=Call event to notify owner of limit break
bShowLimit=Show Limit
bShowLimit.tooltip=If true, draw a cone in the editor to indicate the maximum allowed movement of the bone.
bAllowRotationX=Allow Rotation X
bAllowRotationX.tooltip=Per rotation axis filtering
bAllowRotationY=Allow Rotation Y
bAllowRotationZ=Allow Rotation Z
TargetLocationInterpSpeed=Target Location Interp Speed
TargetLocationInterpSpeed.tooltip=Interpolation speed for TargetLocation to DesiredTargetLocation
MaxAngle=Max Angle
MaxAngle.tooltip=The maximum rotation applied from the reference pose of the bone, in degrees.
OuterMaxAngle=Outer Max Angle
OuterMaxAngle.tooltip=The outer maximum rotation applied from the reference pose of the bone, in degrees, that allows bone to stay in the MaxAngle
DeadZoneAngle=Dead Zone Angle
DeadZoneAngle.tooltip=Allowed error between the current look direction and the desired look direction.
AllowRotationOtherBoneName=Allow Rotation Other Bone Name

[SkelControlSingleBone]
bApplyTranslation=Apply Translation
bApplyTranslation.tooltip=Whether to modify the translation of this bone.
bApplyRotation=Apply Rotation
bApplyRotation.tooltip=Whether to modify the translation of this bone.
bAddTranslation=Add Translation
bAddTranslation.tooltip=If false, replaces rotation with BoneRotation. If true, adds to existing rotation.
bAddRotation=Add Rotation
bAddRotation.tooltip=If false, replaces rotation with BoneRotation. If true, adds to existing rotation.
bRemoveMeshRotation=Remove Mesh Rotation
bRemoveMeshRotation.tooltip=If bAddRotation and BCS_WorldSpace, then remove mesh relative rotation
BoneTranslation=Bone Translation
BoneTranslation.tooltip=New translation of bone to apply.
BoneTranslationSpace=Bone Translation Space
BoneTranslationSpace.tooltip=Reference frame to apply BoneTranslation in.
BoneRotationSpace=Bone Rotation Space
BoneRotationSpace.tooltip=Reference frame to apply BoneRotation in.
TranslationSpaceBoneName=Translation Space Bone Name
TranslationSpaceBoneName.tooltip=Name of bone used if BoneTranslationSpace is BCS_OtherBoneSpace.
BoneRotation=Bone Rotation
BoneRotation.tooltip=New rotation of bone to apply.
RotationSpaceBoneName=Rotation Space Bone Name
RotationSpaceBoneName.tooltip=Name of bone used if BoneRotationSpace is BCS_OtherBoneSpace.

[SkelControlHandlebars]
WheelRollAxis=Wheel Roll Axis
WheelRollAxis.tooltip=Axis around which wheel rolling occurs.
HandlebarRotateAxis=Handlebar Rotate Axis
HandlebarRotateAxis.tooltip=Axis around which steering occurs.
WheelBoneName=Wheel Bone Name
WheelBoneName.tooltip=Name of the bone whose rotation will control the steering
bInvertRotation=Invert Rotation

[SkelControlWheel]
WheelDisplacement=Wheel Displacement
WheelDisplacement.tooltip=Units to move the wheel up vertically.
WheelMaxRenderDisplacement=Wheel Max Render Displacement
WheelMaxRenderDisplacement.tooltip=Maximum displacement that the wheel will be rendered at. Used to avoid graphical clipping of wheel into chassis etc
WheelRoll=Wheel Roll
WheelRoll.tooltip=Current rolling angle of wheel. In degrees.
WheelRollAxis=Wheel Roll Axis
WheelRollAxis.tooltip=Axis around which the wheel rolls.
WheelSteeringAxis=Wheel Steering Axis
WheelSteeringAxis.tooltip=Axis around which wheel steering occurs.
WheelSteering=Wheel Steering
WheelSteering.tooltip=Steering angle of wheel. In degrees.
bInvertWheelRoll=Invert Wheel Roll
bInvertWheelRoll.tooltip=If we should invert the rotation applied to the wheel for rolling motion.
bInvertWheelSteering=Invert Wheel Steering
bInvertWheelSteering.tooltip=If we should invert rotation applied to the wheel for steering.

[SkelControlSpline]
SplineLength=Spline Length
SplineLength.tooltip=Number of bones above the active one in the hierarchy to modify to make into a smooth curve.
SplineBoneAxis=Spline Bone Axis
SplineBoneAxis.tooltip=Axis of the controlled bone (ie the end of the spline) to use as the direction for the curve.
BoneRotMode=Bone Rot Mode
BoneRotMode.tooltip=Controls how the rotation of each bone along the length of the spline is modified.
bInvertSplineBoneAxis=Invert Spline Bone Axis
bInvertSplineBoneAxis.tooltip=Invert the direction we get for the start of the spline.
EndSplineTension=End Spline Tension
EndSplineTension.tooltip=Strength of tangent at the controlled bone.
StartSplineTension=Start Spline Tension
StartSplineTension.tooltip=Strength of tangent at the start of the chain.

[SkelControlTrail]
ChainLength=Chain Length
ChainLength.tooltip=Number of bones above the active one in the hierarchy to modify.
ChainBoneAxis=Chain Bone Axis
ChainBoneAxis.tooltip=Axis of the bones to point along trail.
bInvertChainBoneAxis=Invert Chain Bone Axis
bInvertChainBoneAxis.tooltip=Invert the direction specified in ChainBoneAxis.
bLimitStretch=Limit Stretch
bLimitStretch.tooltip=Limit the amount that a bone can stretch from its ref-pose length.
bActorSpaceFakeVel=Actor Space Fake Vel
bActorSpaceFakeVel.tooltip=Whether 'fake' velocity should be applied in actor or world space.
TrailRelaxation=Trail Relaxation
TrailRelaxation.tooltip=How quickly we 'relax' the bones to their animated positions.
StretchLimit=Stretch Limit
StretchLimit.tooltip=If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
FakeVelocity=Fake Velocity
FakeVelocity.tooltip='Fake' velocity applied to bones.

[AnimSequence]
Notifies=Notifies
Notifies.tooltip=Animation notifies, sorted by time (earliest notification first).
MetaData=Meta Data
MetaData.tooltip=Animation Meta Data
RateScale=Rate Scale
RateScale.tooltip=Number for tweaking playback rate of this animation globally.
bNoLoopingInterpolation=No Looping Interpolation
bNoLoopingInterpolation.tooltip=if TRUE, disable interpolation between last and first frame when looping.
bDoNotOverrideCompression=Do Not Override Compression
bDoNotOverrideCompression.tooltip=Do not attempt to override compression scheme when running CompressAnimations commandlet.\n Some high frequency animations are too sensitive and shouldn't be changed.
CompressionScheme=Compression Scheme
CompressionScheme.tooltip=The compression scheme that was most recently used to compress this animation.\n May be NULL.

[AnimSet]
bAnimRotationOnly=Anim Rotation Only
bAnimRotationOnly.tooltip=Indicates that only the rotation should be taken from the animation sequence and the translation should come from the SkeletalMesh ref pose. \n       Note that the root bone always takes translation from the animation, even if this flag is set.\n       You can use the UseTranslationBoneNames array to specify other bones that should use translation with this flag set.
UseTranslationBoneNames=Use Translation Bone Names
UseTranslationBoneNames.tooltip=Names of bones that should use translation from the animation, if bAnimRotationOnly is set.
ForceMeshTranslationBoneNames=Force Mesh Translation Bone Names
ForceMeshTranslationBoneNames.tooltip=List of bones which are ALWAYS going to use their translation from the mesh and not the animation.

[MorphTarget]
MaterialSlotId=Material Slot Id
MaterialSlotId.tooltip=Material Parameter control
ScalarParameterName=Scalar Parameter Name

[DecalActorBase]
Decal=Decal

[DecalComponent]
DecalMaterial=Decal Material
DecalMaterial.tooltip=Decal material.
Width=Width
Width.tooltip=Decal world space width.
Height=Height
Height.tooltip=Decal world space height.
TileX=Tile X
TileX.tooltip=Decal tiling along the tangent.
TileY=Tile Y
TileY.tooltip=Decal tiling along the binormal.
OffsetX=Offset X
OffsetX.tooltip=Decal offset along the tangent.
OffsetY=Offset Y
OffsetY.tooltip=Decal offset along the binormal.
DecalRotation=Decal Rotation
DecalRotation.tooltip=Decal in-plane rotation, in degrees.
NearPlane=Near Plane
NearPlane.tooltip=Near plane clip distance.
FarPlane=Far Plane
FarPlane.tooltip=Far plane clip distance.
bNoClip=No Clip
bNoClip.tooltip=If FALSE (the default), use precise clipping to compute the decal geometry.\n If TRUE, decal geometry generation is faster, but the decal material will have\n to use clamped texture coordinates.
bProjectOnBackfaces=Project On Backfaces
bProjectOnBackfaces.tooltip=If FALSE (the default), don't project decal onto back-facing polygons.
bProjectOnHidden=Project On Hidden
bProjectOnHidden.tooltip=If FALSE (the default), don't project decal onto hidden receivers.
bProjectOnBSP=Project On BSP
bProjectOnBSP.tooltip=If FALSE, don't project decal onto BSP.
bProjectOnStaticMeshes=Project On Static Meshes
bProjectOnStaticMeshes.tooltip=If FALSE, don't project decal onto static meshes.
bProjectOnSkeletalMeshes=Project On Skeletal Meshes
bProjectOnSkeletalMeshes.tooltip=If FALSE, don't project decal onto skeletal meshes.
bProjectOnTerrain=Project On Terrain
bProjectOnTerrain.tooltip=If FALSE, don't project decal onto terrain.
DepthBias=Depth Bias
SlopeScaleDepthBias=Slope Scale Depth Bias
SortOrder=Sort Order
SortOrder.tooltip=Controls the order in which decal elements are rendered.  Higher values draw later (on top).
BackfaceAngle=Backface Angle
BackfaceAngle.tooltip=Dot product of the minimum angle that surfaces can make with the decal normal to be considered backfacing.
BlendRange=Blend Range
BlendRange.tooltip=Start/End blend range specified as an angle in degrees. Controls where to start blending out the decal on a surface
FilterMode=Filter Mode
FilterMode.tooltip=Current filter application mode.
Filter=Filter
Filter.tooltip=Component filter.
ReceiverImages=Receiver Images
ReceiverImages.tooltip=@hack: Gears hack to avoid an octree look-up for level-placed decals. To be replaced with receiver serialization after ship.
ParentRelativeLocation=Parent Relative Location
ParentRelativeLocation.tooltip=Decal location relative to parent transform used with DecalTransform_OwnerRelative mode
ParentRelativeOrientation=Parent Relative Orientation
ParentRelativeOrientation.tooltip=Decal orientation vector relative to parent transform used with DecalTransform_OwnerRelative mode

[ActorFactoryDecal]
DecalMaterial=Decal Material

[FogVolumeDensityInfo]
DensityComponent=Density Component
DensityComponent.tooltip=The fog component which stores data specific to each density function.
AutomaticMeshComponent=Automatic Mesh Component
AutomaticMeshComponent.tooltip=The automatic mesh component, which sizes with this fog volume actor.  This mesh component gets rendered with FogMaterial.\n It is optional, and individual actors can be specified using the FogVolumeActors array instead.

[ExponentialHeightFogComponent]
bEnabled=Enabled
bEnabled.tooltip=True if the fog is enabled.
FogDensity=Fog Density
FogDensity.tooltip=Global density factor.
FogHeightFalloff=Fog Height Falloff
FogHeightFalloff.tooltip=Height density factor, controls how the density increases as height decreases.  \n Smaller values make the visible transition larger.
FogMaxOpacity=Fog Max Opacity
FogMaxOpacity.tooltip=Maximum opacity of the fog.  \n A value of 1 means the fog can become fully opaque at a distance and replace scene color completely,\n A value of 0 means the fog color will not be factored in at all.
StartDistance=Start Distance
StartDistance.tooltip=Distance from the camera that the fog will start, in world units.
LightTerminatorAngle=Light Terminator Angle
LightTerminatorAngle.tooltip=LightInscatteringColor is used in the direction of the dominant directional light, and OppositeLightColor is used in the opposite direction.\n LightTerminatorAngle is the angle in degrees from the dominant directional light that an even amount of OppositeLightColor and LightInscatteringColor are used for the final fog color.\n If there is no dominant directional light enabled, LightInscatteringColor will correspond to up in world space.
OppositeLightBrightness=Opposite Light Brightness
OppositeLightBrightness.tooltip=Scales OppositeLightColor.
OppositeLightColor=Opposite Light Color
OppositeLightColor.tooltip=Fog Color used for the opposite direction from the dominant directional light.
LightInscatteringBrightness=Light Inscattering Brightness
LightInscatteringBrightness.tooltip=Scales LightInscatteringColor.
LightInscatteringColor=Light Inscattering Color
LightInscatteringColor.tooltip=Fog Color used for the direction of the dominant directional light.

[FogVolumeDensityComponent]
FogMaterial=Fog Material
FogMaterial.tooltip=Fog Material to use on the AutomaticComponent.  This will not be used on FogVolumeActors, they will use their existing materials.
bEnabled=Enabled
bEnabled.tooltip=True if the fog is enabled.
bAffectsTranslucency=Affects Translucency
bAffectsTranslucency.tooltip=Controls whether the fog volume affects intersecting translucency.  \n If FALSE, the fog volume will sort normally with translucency and not fog intersecting translucent objects.
bOnlyAffectsTranslucency=Only Affects Translucency
bOnlyAffectsTranslucency.tooltip=Controls whether the fog volume affects opaque pixels, or just intersecting translucency.
SimpleLightColor=Simple Light Color
SimpleLightColor.tooltip=Sets the 'EmissiveColor' Vector Parameter of FogMaterial.\n This will have no effect if FogMaterial has been overridden with a material that does not have a 'EmissiveColor' parameter.
ApproxFogLightColor=Approx Fog Light Color
ApproxFogLightColor.tooltip=Color used to approximate fog material color on transparency. \n Important: Set this color to match the overall color of the fog material, otherwise transparency will not be fogged correctly.
StartDistance=Start Distance
StartDistance.tooltip=Distance from the camera that the fog should start, in world units.
FogVolumeActors=Fog Volume Actors
FogVolumeActors.tooltip=Optional array of actors that will define the shape of the fog volume. \n These actors will not be moved along with the fog volume, and they can be selected directly.

[FogVolumeConeDensityComponent]
MaxDensity=Max Density
MaxDensity.tooltip=This is the density at the center of the cone, which will be the maximum.
ConeVertex=Cone Vertex
ConeVertex.tooltip=The cone's vertex in world space.
ConeRadius=Cone Radius
ConeRadius.tooltip=The cone's radius.
ConeAxis=Cone Axis
ConeAxis.tooltip=Direction of the cone
ConeMaxAngle=Cone Max Angle
ConeMaxAngle.tooltip=Angle from the axis that limits the cone's volume

[FogVolumeConstantDensityComponent]
Density=Density
Density.tooltip=The constant density coefficient

[FogVolumeLinearHalfspaceDensityComponent]
PlaneDistanceFactor=Plane Distance Factor
PlaneDistanceFactor.tooltip=The linear distance based density coefficient
HalfspacePlane=Halfspace Plane
HalfspacePlane.tooltip=The plane that defines the fogged halfspace.  The normal of this plane faces away from the fogged halfspace.

[FogVolumeSphericalDensityComponent]
MaxDensity=Max Density
MaxDensity.tooltip=This is the density at the center of the sphere, which will be the maximum.

[ApexDestructibleActor]
LightEnvironment=Light Environment
LightEnvironment.tooltip=Expose LightEnvironment to the user
bFractureMaterialOverride=Fracture Material Override
bFractureMaterialOverride.tooltip=If set, use this actor's fracture materials instead of the asset's fracture materials.
FractureMaterials=Fracture Materials
FractureMaterials.tooltip=Fracture effects for each fracture level. Used only if Fracture Material Override is set.
StaticDestructibleComponent=Static Destructible Component
StaticDestructibleComponent.tooltip=The destructible static component.

[FracturedStaticMeshActor]
MaxPartsToSpawnAtOnce=Max Parts To Spawn At Once
MaxPartsToSpawnAtOnce.tooltip=Maximum number of rigid body parts to spawn off per actor, per frame
FracturedStaticMeshComponent=Fractured Static Mesh Component
bBreakChunksOnActorTouch=Break Chunks On Actor Touch
bBreakChunksOnActorTouch.tooltip=If true, detach parts when an Actor with bCanCauseFractureOnTouch contacts them. Actor must not be blocked by this FSMA.
FracturedByDamageType=Fractured By Damage Type
FracturedByDamageType.tooltip=Set of damage types that can cause pieces to break off this FSAM. If empty, all damage types can do this.
ChunkHealthScale=Chunk Health Scale
ChunkHealthScale.tooltip=Allows controlling how much 'health' chunks have on a per-instance basis
OverrideFragmentDestroyEffects=Override Fragment Destroy Effects
OverrideFragmentDestroyEffects.tooltip=Allows you to override particle effects to play when chunk is hidden for just this actor.
FractureCullMinDistance=Fracture Cull Min Distance
FractureCullMinDistance.tooltip=Minimum distance from player where actor will ALWAYS fracture, even when outside the view frustum (scaled by global settings.)
FractureCullMaxDistance=Fracture Cull Max Distance
FractureCullMaxDistance.tooltip=Maximum distance from player where actor will be allowed to fracture (scaled by global settings.)

[FractureManager]
bEnableAntiVibration=Enable Anti Vibration
bEnableAntiVibration.tooltip=If TRUE, look for vibrating FSM parts and kill them
bEnableSpawnChunkEffectForRadialDamage=Enable Spawn Chunk Effect For Radial Damage
bEnableSpawnChunkEffectForRadialDamage.tooltip=If TRUE, spawn effect for chunks falling off when doing radial damage (ie removing many chunks at once)
DestroyVibrationLevel=Destroy Vibration Level
DestroyVibrationLevel.tooltip=How much vibration (defined as changes in angular velocity direction) must occur before part is killed.
DestroyMinAngVel=Destroy Min Ang Vel
DestroyMinAngVel.tooltip=Min angular velocity of part to be killed by vibration detection code.
ExplosionVelScale=Explosion Vel Scale

[ImageReflection]
ImageReflectionComponent=Image Reflection Component
ImageReflectionComponent.tooltip=Image reflection component

[ImageReflectionSceneCapture]
DepthRange=Depth Range
DepthRange.tooltip=Distance in world units from the image plane that defines the depth range that will be captured.  \n Anything outside of the depth range will be clipped away. \n Changes will be propagated on the next lighting build.
ColorRange=Color Range
ColorRange.tooltip=Maximum linear space color value that will be stored in the generated texture.

[ImageReflectionShadowPlane]
ReflectionShadowComponent=Reflection Shadow Component
ReflectionShadowComponent.tooltip=Image reflection component

[ImageReflectionComponent]
ReflectionTexture=Reflection Texture

[ImageReflectionShadowPlaneComponent]
bEnabled=Enabled
bEnabled.tooltip=Whether to render the reflection.

[ApexComponentBase]
Asset=Asset
WireframeColor=Wireframe Color

[ApexStaticDestructibleComponent]
SleepEnergyThreshold=Sleep Energy Threshold
SleepEnergyThreshold.tooltip=Increasing this value will cause fracture chunks to be put to sleep more quickly.
SleepDamping=Sleep Damping
SleepDamping.tooltip=Increasing this value will cause fracture chunks to be gradually slowed down before putting them to sleep.

[FracturedStaticMeshComponent]
bTopFragmentsRootNonDestroyable=Top Fragments Root Non Destroyable
bTopFragmentsRootNonDestroyable.tooltip=Allows per-instance override of chunk support/destroyable flags.\n       Marks chunks at top of mesh as 'root' and 'non destroyable'.
bBottomFragmentsRootNonDestroyable=Bottom Fragments Root Non Destroyable
bBottomFragmentsRootNonDestroyable.tooltip=Allows per-instance override of chunk support/destroyable flags.\n       Marks chunks at bottom of mesh as 'root' and 'non destroyable'.
TopBottomFragmentDistThreshold=Top Bottom Fragment Dist Threshold
TopBottomFragmentDistThreshold.tooltip=Threshold distance of fragment box from top/bottom of mesh to be considered for bTop/BottomFragmentsRootNonDestroyable
LoseChunkOutsideMaterialOverride=Lose Chunk Outside Material Override
LoseChunkOutsideMaterialOverride.tooltip=Allows overriding the LoseChunkOutsideMaterial on a per-instance basis.

[ImageBasedReflectionComponent]
bEnabled=Enabled
bEnabled.tooltip=Whether to render the reflection.
bTwoSided=Two Sided
bTwoSided.tooltip=Whether the reflection should be visible from the back.
ReflectionTexture=Reflection Texture
ReflectionTexture.tooltip=Texture that will be applied to this reflection. \n This texture will be used in a texture array and therefore must have the same size, number of mips, texture group settings and format \n As the ReflectionTexture of every ImageBasedReflectionComponent that can be loaded at the same time.
ReflectionColor=Reflection Color
ReflectionColor.tooltip=Color that will be multiplied against ReflectionTexture.  Alpha is a brightness control.

[InstancedStaticMeshComponent]
InstancingRandomSeed=Instancing Random Seed
InstancingRandomSeed.tooltip=Value used to seed the random number stream that generates random numbers for each of this mesh's instances.\n       The random number is stored in a buffer accessible to materials through the PerInstanceRandom expression.  If\n       this is set to zero (default), it will be populated automatically by the editor

[ApexAsset]
NamedReferences=Named References
SourceFilePath=Source File Path

[ApexClothingAsset]
Materials=Materials
bUseHardwareCloth=Use Hardware Cloth
bUseHardwareCloth.tooltip=if true use hardware clothing for simulation
bFallbackSkinning=Fallback Skinning
bFallbackSkinning.tooltip=if true, falls back to skinning clothing in software instead of using GPU skinning
bSlowStart=Slow Start
bSlowStart.tooltip=Designates the 'slowStart' flag; see APEX clothing documentation
bRecomputeNormals=Recompute Normals
bRecomputeNormals.tooltip=Designates the 'recomputeNormals' flag; see APEX clothing documentation
bResetAfterTeleport=Reset After Teleport
bResetAfterTeleport.tooltip=If true, it resets the simulation after a teleport.
UVChannelForTangentUpdate=UVChannel For Tangent Update
UVChannelForTangentUpdate.tooltip=Which UV channel is used for updating tangent space.
MaxDistanceBlendTime=Max Distance Blend Time
MaxDistanceBlendTime.tooltip=The maximimum distance blend time (see APEX clothing documentation)
ContinuousRotationThreshold=Continuous Rotation Threshold
ContinuousRotationThreshold.tooltip=The angle in degrees to consider the clothing simulation continuous.
ContinuousDistanceThreshold=Continuous Distance Threshold
ContinuousDistanceThreshold.tooltip=The distance to consider the clothing simulation continuous.
LodWeightsMaxDistance=Lod Weights Max Distance
LodWeightsMaxDistance.tooltip=LodWeightMaxDistance (see APEX clothing documentation)
LodWeightsDistanceWeight=Lod Weights Distance Weight
LodWeightsDistanceWeight.tooltip=LodWeightDistanceWeight (see APEX clothing documentation)
LodWeightsBias=Lod Weights Bias
LodWeightsBias.tooltip=LodWeightBias (see APEX clothing documentation)
LodWeightsBenefitsBias=Lod Weights Benefits Bias
LodWeightsBenefitsBias.tooltip=LodWeightMaxBenefitsBias (see APEX clothing documentation)

[ApexDestructibleAsset]
Materials=Materials
Materials.tooltip=Materials contains an array of Materials which can be remapped relative to this asset
FractureMaterials=Fracture Materials
FractureMaterials.tooltip=Fracture effects for each fracture level
DefaultPhysMaterial=Default Phys Material
DefaultPhysMaterial.tooltip=Default physical material to use for this asset. If the actor has a physical material defined in its mesh component, that will be used instead.
bDynamic=Dynamic
bDynamic.tooltip=Whether or not the destructible starts life as a dynamic actor
CrumbleEmitterName=Crumble Emitter Name
CrumbleEmitterName.tooltip=The name of the NxMeshParticleSystem to use for crumbling.  This overrides the crumble system defined\n       in the NxDestructibleAsset if specified.
DustEmitterName=Dust Emitter Name
DustEmitterName.tooltip=The name of the NxMeshParticleSystem to use for fracture-line dust.  This overrides the dust system defined\n       in the NxDestructibleAsset if specified.
DestructibleParameters=Destructible Parameters
DestructibleParameters.tooltip=Parameters controlling the destruction properties.

[ApexGenericAsset]
Materials=Materials

[InterpGroup]
GroupColor=Group Color
GroupColor.tooltip=Colour used for drawing tracks etc. related to this group.
GroupAnimSets=Group Anim Sets
GroupAnimSets.tooltip=The AnimSets that are used by any AnimControl tracks. \n       These will be passed to the Actor when the cinematic begins, and sequences named in the tracks should be found in them.

[InterpGroupAI]
PreviewPawnClass=Preview Pawn Class
PreviewPawnClass.tooltip=Preview Pawn class for this track
StageMarkGroup=Stage Mark Group
StageMarkGroup.tooltip=Name of Stage Mark Group - used for locator
SnapToRootBoneLocationWhenFinished=Snap To Root Bone Location When Finished
SnapToRootBoneLocationWhenFinished.tooltip=Snap AI to root bone location when finished
bNoEncroachmentCheck=No Encroachment Check
bNoEncroachmentCheck.tooltip=Disable Collision Check when initializing first time

[InterpTrackBoolProp]
PropertyName=Property Name
PropertyName.tooltip=Name of property in Group Actor which this track will modify over time.

[InterpTrackDirector]
bSimulateCameraCutsOnClients=Simulate Camera Cuts On Clients
bSimulateCameraCutsOnClients.tooltip=True to allow clients to simulate their own camera cuts.  Can help with latency-induced timing issues.

[InterpTrackEvent]
bFireEventsWhenForwards=Fire Events When Forwards
bFireEventsWhenForwards.tooltip=If events should be fired when passed playing the sequence forwards.
bFireEventsWhenBackwards=Fire Events When Backwards
bFireEventsWhenBackwards.tooltip=If events should be fired when passed playing the sequence backwards.
bFireEventsWhenJumpingForwards=Fire Events When Jumping Forwards
bFireEventsWhenJumpingForwards.tooltip=If true, events on this track are fired even when jumping forwads through a sequence - for example, skipping a cinematic.

[InterpTrackFaceFX]
FaceFXAnimSets=Face FXAnim Sets
FaceFXAnimSets.tooltip=Extra sets of animation that you wish to use on this Group's Actor during the matinee sequence.

[InterpTrackFloatBase]
CurveTension=Curve Tension
CurveTension.tooltip=Tension of curve, used for keypoints using automatic tangents.

[InterpTrackAnimControl]
SlotName=Slot Name
SlotName.tooltip=Name of slot to use when playing animation. Passed to Actor. \n       When multiple tracks use the same slot name, they are each given a different ChannelIndex when SetAnimPosition is called.
bEnableRootMotion=Enable Root Motion
bEnableRootMotion.tooltip=Enable root motion. This only works if you delete Movement Track to avoid conflicts
bSkipAnimNotifiers=Skip Anim Notifiers
bSkipAnimNotifiers.tooltip=Skip all anim notifiers

[InterpTrackFade]
bPersistFade=Persist Fade
bPersistFade.tooltip=InterpTrackFade\n \n Special float property track that controls camera fading over time.\n Should live in a Director group.\n \n Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.\n // (cpptext)// (cpptext)// (cpptext)// (cpptext)// (cpptext)// (cpptext)// (cpptext)// (cpptext)// (cpptext)// (cpptext)// (cpptext)// (cpptext)// (cpptext)

[InterpTrackFloatMaterialParam]
Materials=Materials
Materials.tooltip=materials whose parameters we want to change and the references to those materials\n that need to be given MICs in the same level, compiled at save time
ParamName=Param Name
ParamName.tooltip=Name of parameter in the MaterialInstance which this track will modify over time.

[InterpTrackFloatParticleParam]
ParamName=Param Name
ParamName.tooltip=Name of property in the Emitter which this track mill modify over time.

[InterpTrackFloatProp]
PropertyName=Property Name
PropertyName.tooltip=Name of property in Group Actor which this track mill modify over time.

[InterpTrackMorphWeight]
MorphNodeName=Morph Node Name
MorphNodeName.tooltip=Name of property in Group Actor which this track mill modify over time.

[InterpTrackSkelControlScale]
SkelControlName=Skel Control Name
SkelControlName.tooltip=Name of property in Group Actor which this track mill modify over time.

[InterpTrackHeadTracking]
TrackControllerName=Track Controller Name
TrackControllerName.tooltip=SkelControlLookAt name in the AnimTree of the SkeletalMesh
LookAtActorRadius=Look At Actor Radius
LookAtActorRadius.tooltip=Will pick up actor within this radius
bDisableBeyondLimit=Disable Beyond Limit
bDisableBeyondLimit.tooltip=Interp back to zero strength if limit surpassed
bLookAtPawns=Look At Pawns
bLookAtPawns.tooltip=Quick check box for allowing it to look Pawn - due to Pawn not being listed in the Actor class
MaxLookAtTime=Max Look At Time
MaxLookAtTime.tooltip=How long can one person to look at one
MinLookAtTime=Min Look At Time
MinLookAtTime.tooltip=At least this time to look at one
MaxInterestTime=Max Interest Time
MaxInterestTime.tooltip=Once entered the radius, how long do I really care to lok  ? This affects rating. It will give benefit to the person who just entered
ActorClassesToLookAt=Actor Classes To Look At
ActorClassesToLookAt.tooltip=Actor classes to look at as 0 index being the highest priority if you have anything specific
TargetBoneNames=Target Bone Names
TargetBoneNames.tooltip=Target Bone Names, where to look at - priority from top to bottom, if not found, it will continue search

[InterpTrackLinearColorBase]
CurveTension=Curve Tension
CurveTension.tooltip=Tension of curve, used for keypoints using automatic tangents.

[InterpTrackLinearColorProp]
PropertyName=Property Name
PropertyName.tooltip=Name of property in Group Actor which this track mill modify over time.

[InterpTrackMove]
LookAtGroupName=Look At Group Name
LookAtGroupName.tooltip=When using IMR_LookAtGroup, specifies the Group which this track should always point its actor at.
LinCurveTension=Lin Curve Tension
LinCurveTension.tooltip=Controls the tightness of the curve for the translation path.
AngCurveTension=Ang Curve Tension
AngCurveTension.tooltip=Controls the tightness of the curve for the rotation path.
bUseQuatInterpolation=Use Quat Interpolation
bUseQuatInterpolation.tooltip=Use a Quaternion linear interpolation between keys. \n       This is robust and will find the 'shortest' distance between keys, but does not support ease in/out.
bShowArrowAtKeys=Show Arrow At Keys
bShowArrowAtKeys.tooltip=In the editor, show a small arrow at each keyframe indicating the rotation at that key.
bDisableMovement=Disable Movement
bDisableMovement.tooltip=Disable previewing of this track - will always position Actor at Time=0.0. Useful when keyframing an object relative to this group.
bShowTranslationOnCurveEd=Show Translation On Curve Ed
bShowTranslationOnCurveEd.tooltip=If false, when this track is displayed on the Curve Editor in Matinee, do not show the Translation tracks.
bShowRotationOnCurveEd=Show Rotation On Curve Ed
bShowRotationOnCurveEd.tooltip=If false, when this track is displayed on the Curve Editor in Matinee, do not show the Rotation tracks.
bHide3DTrack=Hide 3DTrack
bHide3DTrack.tooltip=If true, 3D representation of this track in the 3D viewport is disabled.
MoveFrame=Move Frame
MoveFrame.tooltip=Indicates what the movement track should be relative to.
RotMode=Rot Mode

[InterpTrackToggle]
bActivateSystemEachUpdate=Activate System Each Update
bActivateSystemEachUpdate.tooltip=If true, the track will call ActivateSystem on the emitter each update (the old 'incorrect' behavior).\n       If false (the default), the System will only be activated if it was previously inactive.
bActivateWithJustAttachedFlag=Activate With Just Attached Flag
bActivateWithJustAttachedFlag.tooltip=If true, the track will activate the system w/ the 'Just Attached' flag.
bFireEventsWhenForwards=Fire Events When Forwards
bFireEventsWhenForwards.tooltip=If events should be fired when passed playing the sequence forwards.
bFireEventsWhenBackwards=Fire Events When Backwards
bFireEventsWhenBackwards.tooltip=If events should be fired when passed playing the sequence backwards.
bFireEventsWhenJumpingForwards=Fire Events When Jumping Forwards
bFireEventsWhenJumpingForwards.tooltip=If true, events on this track are fired even when jumping forwads through a sequence - for example, skipping a cinematic.

[InterpTrackVectorBase]
CurveTension=Curve Tension
CurveTension.tooltip=Tension of curve, used for keypoints using automatic tangents.

[InterpTrackColorProp]
PropertyName=Property Name
PropertyName.tooltip=Name of property in Group Actor which this track mill modify over time.

[InterpTrackSound]
bPlayOnReverse=Play On Reverse
bPlayOnReverse.tooltip=if set, sound plays only when playing the matinee in reverse instead of when the matinee plays forward
bContinueSoundOnMatineeEnd=Continue Sound On Matinee End
bContinueSoundOnMatineeEnd.tooltip=If true, sounds on this track will not be forced to finish when the matinee sequence finishes.
bSuppressSubtitles=Suppress Subtitles
bSuppressSubtitles.tooltip=If TRUE, don't show subtitles for sounds played by this track.
bTreatAsDialogue=Treat As Dialogue
bTreatAsDialogue.tooltip=If true and track is controlling a pawn, makes the pawn "speak" the given audio.

[InterpTrackVectorMaterialParam]
Materials=Materials
Materials.tooltip=materials whose parameters we want to change and the references to those materials\n that need to be given MICs in the same level, compiled at save time
ParamName=Param Name
ParamName.tooltip=Name of parameter in the MaterialInstance which this track will modify over time.

[InterpTrackVectorProp]
PropertyName=Property Name
PropertyName.tooltip=Name of property in Group Actor which this track mill modify over time.

[InterpTrackVisibility]
bFireEventsWhenForwards=Fire Events When Forwards
bFireEventsWhenForwards.tooltip=If events should be fired when passed playing the sequence forwards.
bFireEventsWhenBackwards=Fire Events When Backwards
bFireEventsWhenBackwards.tooltip=If events should be fired when passed playing the sequence backwards.
bFireEventsWhenJumpingForwards=Fire Events When Jumping Forwards
bFireEventsWhenJumpingForwards.tooltip=If true, events on this track are fired even when jumping forwads through a sequence - for example, skipping a cinematic.

[InterpTrackInstHeadTracking]
Action=Action

[InterpTrackInstToggle]
Action=Action

[InterpTrackInstVisibility]
Action=Action

[MaterialExpressionBumpOffset]
HeightRatio=Height Ratio
HeightRatio.tooltip=Perceived height as a fraction of width.
ReferencePlane=Reference Plane
ReferencePlane.tooltip=Height at which no offset is applied.

[MaterialExpressionComment]
Text=Text

[MaterialExpressionComponentMask]
R=R
G=G
B=B
A=A

[MaterialExpressionCompound]
Caption=Caption
Caption.tooltip=Textual descrption for this compound expression; appears in the expression title.
bExpanded=Expanded
bExpanded.tooltip=IF TRUE, the nodes encapsulated by compound expression are drawn in the material editor.

[MaterialExpressionConstant]
R=R

[MaterialExpressionConstant2Vector]
R=R
G=G

[MaterialExpressionConstant3Vector]
R=R
G=G
B=B

[MaterialExpressionConstant4Vector]
R=R
G=G
B=B
A=A

[MaterialExpressionConstantBiasScale]
Bias=Bias
Scale=Scale

[MaterialExpressionConstantClamp]
Min=Min
Max=Max

[MaterialExpressionCosine]
Period=Period

[MaterialExpressionCustom]
Code=Code
OutputType=Output Type
Description=Description
Inputs=Inputs

[MaterialExpressionCustomTexture]
Texture=Texture

[MaterialExpressionDepthBiasedAlpha]
bNormalize=Normalize
bNormalize.tooltip=normalize the depth values to [near,far] -> [0,1]
BiasScale=Bias Scale
BiasScale.tooltip=The bias scale value

[MaterialExpressionDepthBiasedBlend]
bNormalize=Normalize
bNormalize.tooltip=normalize the depth values to [near,far] -> [0,1]
BiasScale=Bias Scale
BiasScale.tooltip=The bias scale value

[MaterialExpressionDepthOfFieldFunction]
FunctionValue=Function Value
FunctionValue.tooltip=Determines the mapping place to use on the terrain.

[MaterialExpressionDesaturation]
LuminanceFactors=Luminance Factors
LuminanceFactors.tooltip=Color component factors for converting a color to greyscale.

[MaterialExpressionDestDepth]
bNormalize=Normalize
bNormalize.tooltip=normalize the depth values to [near,far] -> [0,1]

[MaterialExpressionDynamicParameter]
ParamNames=Param Names
ParamNames.tooltip=The names of the parameters.\n       These will show up in Cascade when editing a particle system\n       that uses the material it is in...

[MaterialExpressionFontSample]
Font=Font
Font.tooltip=font resource that will be sampled
FontTexturePage=Font Texture Page
FontTexturePage.tooltip=allow access to the various font pages

[MaterialExpressionFontSampleParameter]
ParameterName=Parameter Name
ParameterName.tooltip=name to be referenced when we want to find and set thsi parameter

[MaterialExpressionFresnel]
Exponent=Exponent
Exponent.tooltip=The exponent to pass into the pow() function

[MaterialExpressionPanner]
SpeedX=Speed X
SpeedY=Speed Y

[MaterialExpressionParameter]
ParameterName=Parameter Name
ParameterName.tooltip=The name of the parameter

[MaterialExpressionScalarParameter]
DefaultValue=Default Value

[MaterialExpressionStaticComponentMaskParameter]
DefaultR=Default R
DefaultG=Default G
DefaultB=Default B
DefaultA=Default A

[MaterialExpressionStaticSwitchParameter]
DefaultValue=Default Value
ExtendedCaptionDisplay=Extended Caption Display

[MaterialExpressionVectorParameter]
DefaultValue=Default Value

[MaterialExpressionParticleMacroUV]
bUseViewSpace=Use View Space
bUseViewSpace.tooltip=Whether to calculate the UVs in View space, which gives a slightly different UV position based on depth and creates a parallax effect, at the cost of texture swimming.

[MaterialExpressionPixelDepth]
bNormalize=Normalize
bNormalize.tooltip=normalize the depth values to [near,far] -> [0,1]

[MaterialExpressionRotator]
CenterX=Center X
CenterY=Center Y
Speed=Speed

[MaterialExpressionSceneDepth]
bNormalize=Normalize
bNormalize.tooltip=normalize the depth values to [near,far] -> [0,1]

[MaterialExpressionSceneTexture]
SceneTextureType=Scene Texture Type
ScreenAlign=Screen Align
ScreenAlign.tooltip=Matches [0,1] UVs to the view within the back buffer.

[MaterialExpressionScreenPosition]
ScreenAlign=Screen Align
ScreenAlign.tooltip=applies the divide by w as well as [-1,1]->[1,1] mapping for screen alignment

[MaterialExpressionSine]
Period=Period

[MaterialExpressionSphereMask]
AttenuationRadius=Attenuation Radius
HardnessPercent=Hardness Percent

[MaterialExpressionTerrainLayerCoords]
MappingType=Mapping Type
MappingType.tooltip=Determines the mapping place to use on the terrain.
MappingScale=Mapping Scale
MappingScale.tooltip=Uniform scale to apply to the mapping.
MappingRotation=Mapping Rotation
MappingRotation.tooltip=Rotation to apply to the mapping.
MappingPanU=Mapping Pan U
MappingPanU.tooltip=Offset to apply to the mapping along U.
MappingPanV=Mapping Pan V
MappingPanV.tooltip=Offset to apply to the mapping along V.

[MaterialExpressionTerrainLayerWeight]
ParameterName=Parameter Name
PreviewWeight=Preview Weight

[MaterialExpressionTextureCoordinate]
CoordinateIndex=Coordinate Index
CoordinateIndex.tooltip=Texture coordinate index
UTiling=UTiling
UTiling.tooltip=Controls how much the texture tiles horizontally, by scaling the U component of the vertex UVs by the specified amount.
VTiling=VTiling
VTiling.tooltip=Controls how much the texture tiles vertically, by scaling the V component of the vertex UVs by the specified amount.
UnMirrorU=Un Mirror U
UnMirrorU.tooltip=Would like to unmirror U or V \n  - if the texture is mirrored and if you would like to undo mirroring for this texture sample, use this to unmirror
UnMirrorV=Un Mirror V

[MaterialExpressionTextureSample]
Texture=Texture

[MaterialExpressionDepthBiasBlend]
bNormalize=Normalize
bNormalize.tooltip=normalize the depth values to [near,far] -> [0,1]
BiasScale=Bias Scale
BiasScale.tooltip=The bias scale value

[MaterialExpressionTextureSampleParameter]
ParameterName=Parameter Name

[MaterialExpressionAntialiasedTextureMask]
Threshold=Threshold
Channel=Channel

[MaterialExpressionTime]
bIgnorePause=Ignore Pause
bIgnorePause.tooltip=This time continues advancing regardless of whether the game is paused.

[MaterialExpressionTransform]
TransformSourceType=Transform Source Type
TransformSourceType.tooltip=Source coordinate space of the vector
TransformType=Transform Type
TransformType.tooltip=Destination coordinate space of the vector

[MaterialExpressionTransformPosition]
TransformType=Transform Type
TransformType.tooltip=type of transform to apply to the input expression

[MaterialInstance]
PhysMaterial=Phys Material
PhysMaterial.tooltip=Physical material to use for this graphics material. Used for sounds, effects etc.
Parent=Parent
PhysMaterialMask=Phys Material Mask
PhysMaterialMask.tooltip=A 1 bit monochrome texture that represents a mask for what physical material should be used if the collided texel is black or white.
PhysMaterialMaskUVChannel=Phys Material Mask UVChannel
PhysMaterialMaskUVChannel.tooltip=The UV channel to use for the PhysMaterialMask.
BlackPhysicalMaterial=Black Physical Material
BlackPhysicalMaterial.tooltip=The physical material to use when a black pixel in the PhysMaterialMask texture is hit.
WhitePhysicalMaterial=White Physical Material
WhitePhysicalMaterial.tooltip=The physical material to use when a white pixel in the PhysMaterialMask texture is hit.

[MaterialInstanceConstant]
FontParameterValues=Font Parameter Values
ScalarParameterValues=Scalar Parameter Values
TextureParameterValues=Texture Parameter Values
VectorParameterValues=Vector Parameter Values

[MaterialInstanceTimeVarying]
bAutoActivateAll=Auto Activate All
bAutoActivateAll.tooltip=causes all parameters to start playing immediately
FontParameterValues=Font Parameter Values
ScalarParameterValues=Scalar Parameter Values
TextureParameterValues=Texture Parameter Values
VectorParameterValues=Vector Parameter Values

[EmitterCameraLensEffectBase]
DistFromCamera=Dist From Camera
DistFromCamera.tooltip=How far in front of the camera this emitter should live, assuming an FOV of 80 degrees. \n  Note that the actual distance will be automatically adjusted to account for the actual FOV.
bAllowMultipleInstances=Allow Multiple Instances
bAllowMultipleInstances.tooltip=TRUE if multiple instances of this emitter can exist simultaneously, FALSE otherwise.

[ParticleSystemComponent]
Template=Template
bAutoActivate=Auto Activate
bAutoActivate.tooltip=If true, activate on creation.
bResetOnDetach=Reset On Detach
bOverrideLODMethod=Override LODMethod
bOverrideLODMethod.tooltip=indicates that the component's LODMethod overrides the Template's
InstanceParameters=Instance Parameters
InstanceParameters.tooltip=Array holding name instance parameters for this ParticleSystemComponent.\n       Parameters can be used in Cascade using DistributionFloat/VectorParticleParameters.
SecondsBeforeInactive=Seconds Before Inactive
SecondsBeforeInactive.tooltip=Number of seconds of emitter not being rendered that need to pass before it\n no longer gets ticked/ becomes inactive.
LODMethod=LODMethod
LODMethod.tooltip=The method of LOD level determination to utilize for this particle system
ReplayClips=Replay Clips
ReplayClips.tooltip=Array of replay clips for this particle system component.  These are serialized to disk.  You really should never add anything to this in the editor.  It's exposed so that you can delete clips if you need to, but be careful when doing so!
CustomTimeDilation=Custom Time Dilation
CustomTimeDilation.tooltip=Scales DeltaTime in UParticleSystemComponent::Tick(...)

[ParticleEmitter]
EmitterName=Emitter Name
EmitterName.tooltip=The name of the emitter.
EmitterRenderMode=Emitter Render Mode
EmitterRenderMode.tooltip=How to render the emitter particles. Can be one of the following:\n               ERM_Normal      - As the intended sprite/mesh\n               ERM_Point       - As a 2x2 pixel block with no scaling and the color set in EmitterEditorColor\n               ERM_Cross       - As a cross of lines, scaled to the size of the particle in EmitterEditorColor\n               ERM_None        - Do not render
EmitterEditorColor=Emitter Editor Color
EmitterEditorColor.tooltip=The color of the emitter in the curve editor and debug rendering modes.
bCollapsed=Collapsed
bCollapsed.tooltip=This value indicates the emitter should be drawn 'collapsed' in Cascade
InitialAllocationCount=Initial Allocation Count
InitialAllocationCount.tooltip=Initial allocation count - overrides calculated peak count if > 0

[ParticleModule]
b3DDrawMode=3DDraw Mode
b3DDrawMode.tooltip=If TRUE, the module should render its 3D visualization helper
ModuleEditorColor=Module Editor Color
ModuleEditorColor.tooltip=The color to draw the modules curves in the curve editor. \n       If bCurvesAsColor is TRUE, it overrides this value.

[ParticleModuleAccelerationBase]
bAlwaysInWorldSpace=Always In World Space
bAlwaysInWorldSpace.tooltip=If true, then treat the acceleration as world-space

[ParticleModuleAcceleration]
Acceleration=Acceleration
Acceleration.tooltip=The initial acceleration of the particle.\n       Value is obtained using the EmitterTime at particle spawn.\n       Each frame, the current and base velocity of the particle \n       is then updated using the formula \n               velocity += acceleration DeltaTime\n       where DeltaTime is the time passed since the last frame.
bApplyOwnerScale=Apply Owner Scale
bApplyOwnerScale.tooltip=If true, then apply the particle system components scale \n       to the acceleration value.

[ParticleModuleAccelerationOverLifetime]
AccelOverLife=Accel Over Life
AccelOverLife.tooltip=The acceleration of the particle over its lifetime.\n       Value is obtained using the RelativeTime of the partice.\n       The current and base velocity values of the particle \n       are then updated using the formula \n               velocity += accelerationDeltaTime\n       where DeltaTime is the time passed since the last frame.

[ParticleModuleAttractorLine]
EndPoint0=End Point 0
EndPoint0.tooltip=The first endpoint of the line.
EndPoint1=End Point 1
EndPoint1.tooltip=The second endpoint of the line.
Range=Range
Range.tooltip=The range of the line attractor.
Strength=Strength
Strength.tooltip=The strength of the line attractor.

[ParticleModuleAttractorParticle]
EmitterName=Emitter Name
EmitterName.tooltip=The source emitter for attractors
Range=Range
Range.tooltip=The radial range of the attraction around the source particle.\n       Particle-life relative.
bStrengthByDistance=Strength By Distance
bStrengthByDistance.tooltip=The strength curve is a function of distance or of time.
bAffectBaseVelocity=Affect Base Velocity
bAffectBaseVelocity.tooltip=If TRUE, the velocity adjustment will be applied to the base velocity.
bRenewSource=Renew Source
bRenewSource.tooltip=Whether the particle should grab a new particle if it's source expires.
bInheritSourceVel=Inherit Source Vel
bInheritSourceVel.tooltip=Whether the particle should inherit the source veloctiy if it expires.
Strength=Strength
Strength.tooltip=The strength of the attraction (negative values repel).\n       Particle-life relative if StrengthByDistance is false.
SelectionMethod=Selection Method
SelectionMethod.tooltip=The method to use when selecting an attractor target particle from the emitter.\n       One of the following:\n       Random          - Randomly select a particle from the source emitter.  \n       Sequential  - Select a particle using a sequential order.

[ParticleModuleAttractorPoint]
Position=Position
Position.tooltip=The position of the point attractor from the source of the emitter.
Range=Range
Range.tooltip=The radial range of the attractor.
Strength=Strength
Strength.tooltip=The strength of the point attractor.
StrengthByDistance=Strength By Distance
StrengthByDistance.tooltip=The strength curve is a function of distance or of time.
bAffectBaseVelocity=Affect Base Velocity
bAffectBaseVelocity.tooltip=If TRUE, the velocity adjustment will be applied to the base velocity.
bOverrideVelocity=Override Velocity
bOverrideVelocity.tooltip=If TRUE, set the velocity.
bUseWorldSpacePosition=Use World Space Position
bUseWorldSpacePosition.tooltip=If TRUE, treat the position as world space.  So don't transform the the point to localspace.

[ParticleModuleBeamModifier]
ModifierType=Modifier Type
ModifierType.tooltip=Whether this module modifies the Source or the Target.
PositionOptions=Position Options
PositionOptions.tooltip=The options associated with the position.
Position=Position
Position.tooltip=The value to use when modifying the position.
TangentOptions=Tangent Options
TangentOptions.tooltip=The options associated with the Tangent.
Tangent=Tangent
Tangent.tooltip=The value to use when modifying the Tangent.
bAbsoluteTangent=Absolute Tangent
bAbsoluteTangent.tooltip=If TRUE, don't transform the tangent modifier into the tangent basis.
StrengthOptions=Strength Options
StrengthOptions.tooltip=The options associated with the Strength.
Strength=Strength
Strength.tooltip=The value to use when modifying the Strength.

[ParticleModuleBeamNoise]
bLowFreq_Enabled=Low Freq_ Enabled
bLowFreq_Enabled.tooltip=Is low frequency noise enabled.
bNRScaleEmitterTime=NRScale Emitter Time
bNRScaleEmitterTime.tooltip=If TRUE,  the NoiseRangeScale will be grabbed based on the emitter time.\n       If FALSE, the NoiseRangeScale will be grabbed based on the particle time.
bSmooth=Smooth
bSmooth.tooltip=Whether the noise movement should be smooth or 'jerky'.
bOscillate=Oscillate
bOscillate.tooltip=Whether the noise points should be oscillate.
bUseNoiseTangents=Use Noise Tangents
bUseNoiseTangents.tooltip=If TRUE, calculate tangents at each noise point.
bTargetNoise=Target Noise
bTargetNoise.tooltip=Whether to apply noise to the target point (or end of line in distance mode...)\n       If TRUE, the beam could potentially 'leave' the target...
bApplyNoiseScale=Apply Noise Scale
bApplyNoiseScale.tooltip=If TRUE, apply the noise scale to the beam.
Frequency=Frequency
Frequency.tooltip=The frequency of noise points.
Frequency_LowRange=Frequency_ Low Range
Frequency_LowRange.tooltip=If not 0, then the frequency will select a random value in the range\n               [Frequency_LowRange..Frequency]
NoiseRange=Noise Range
NoiseRange.tooltip=The noise point ranges.
NoiseRangeScale=Noise Range Scale
NoiseRangeScale.tooltip=A scale factor that will be applied to the noise range.
NoiseSpeed=Noise Speed
NoiseSpeed.tooltip=The speed with which to move each noise point.
NoiseLockRadius=Noise Lock Radius
NoiseLockRadius.tooltip=Default target-point information to use if the beam method is endpoint.
NoiseLockTime=Noise Lock Time
NoiseLockTime.tooltip=How long the  noise points should be locked - 0.0 indicates forever.
NoiseTension=Noise Tension
NoiseTension.tooltip=The tension to apply to the tessellated noise line.
NoiseTangentStrength=Noise Tangent Strength
NoiseTangentStrength.tooltip=The strength of noise tangents, if enabled.
NoiseTessellation=Noise Tessellation
NoiseTessellation.tooltip=The amount of tessellation between noise points.
FrequencyDistance=Frequency Distance
FrequencyDistance.tooltip=The distance at which to deposit noise points.\n       If 0.0, then use the static frequency value.\n       If not, distribute noise points at the given distance, up to the static Frequency value.\n       At that point, evenly distribute them along the beam.
NoiseScale=Noise Scale
NoiseScale.tooltip=The scale factor to apply to noise range.\n       The lookup value is determined by dividing the number of noise points present by the \n       maximum number of noise points (Frequency).

[ParticleModuleBeamSource]
SourceMethod=Source Method
SourceMethod.tooltip=The method flag.
SourceTangentMethod=Source Tangent Method
SourceTangentMethod.tooltip=The method to use for the source tangent.
SourceName=Source Name
SourceName.tooltip=The strength of the tangent from the source point for each beam.
bSourceAbsolute=Source Absolute
bSourceAbsolute.tooltip=Whether to treat the as an absolute position in world space.
bLockSource=Lock Source
bLockSource.tooltip=Whether to lock the source to the life of the particle.
bLockSourceTangent=Lock Source Tangent
bLockSourceTangent.tooltip=Whether to lock the source to the life of the particle.
bLockSourceStength=Lock Source Stength
bLockSourceStength.tooltip=Whether to lock the source to the life of the particle.
Source=Source
Source.tooltip=Default source-point to use.
SourceTangent=Source Tangent
SourceTangent.tooltip=The tangent for the source point for each beam.
SourceStrength=Source Strength
SourceStrength.tooltip=The strength of the tangent from the source point for each beam.

[ParticleModuleBeamTarget]
TargetMethod=Target Method
TargetMethod.tooltip=The method flag.
TargetTangentMethod=Target Tangent Method
TargetTangentMethod.tooltip=The method to use for the Target tangent.
TargetName=Target Name
TargetName.tooltip=The target point sources of each beam, when using the end point method.
Target=Target
Target.tooltip=Default target-point information to use if the beam method is endpoint.
bTargetAbsolute=Target Absolute
bTargetAbsolute.tooltip=Whether to treat the as an absolute position in world space.
bLockTarget=Lock Target
bLockTarget.tooltip=Whether to lock the Target to the life of the particle.
bLockTargetTangent=Lock Target Tangent
bLockTargetTangent.tooltip=Whether to lock the Target to the life of the particle.
bLockTargetStength=Lock Target Stength
bLockTargetStength.tooltip=Whether to lock the Target to the life of the particle.
TargetTangent=Target Tangent
TargetTangent.tooltip=The tangent for the Target point for each beam.
TargetStrength=Target Strength
TargetStrength.tooltip=The strength of the tangent from the Target point for each beam.
LockRadius=Lock Radius
LockRadius.tooltip=Default target-point information to use if the beam method is endpoint.

[ParticleModuleCameraOffset]
CameraOffset=Camera Offset
CameraOffset.tooltip=The camera-relative offset to apply to sprite location
bSpawnTimeOnly=Spawn Time Only
bSpawnTimeOnly.tooltip=If TRUE, the offset will only be processed at spawn time
UpdateMethod=Update Method
UpdateMethod.tooltip=How to update the offset for this module.\n    DirectSet - Set the value directly (overwrite any previous setting)\n    Additive  - Add the offset of this module to the existing offset\n    Scalar    - Scale the existing offset by the value of this module

[ParticleModuleCollision]
DampingFactor=Damping Factor
DampingFactor.tooltip=How much to `slow' the velocity of the particle after a collision.\n       Value is obtained using the EmitterTime at particle spawn.
DampingFactorRotation=Damping Factor Rotation
DampingFactorRotation.tooltip=How much to `slow' the rotation of the particle after a collision.\n       Value is obtained using the EmitterTime at particle spawn.
MaxCollisions=Max Collisions
MaxCollisions.tooltip=The maximum number of collisions a particle can have. \n  Value is obtained using the EmitterTime at particle spawn.
CollisionCompletionOption=Collision Completion Option
CollisionCompletionOption.tooltip=What to do once a particles MaxCollisions is reached.\n       One of the following:\n       EPCC_Kill\n               Kill the particle when MaxCollisions is reached\n       EPCC_Freeze\n               Freeze in place, NO MORE UPDATES\n       EPCC_HaltCollisions,\n               Stop collision checks, keep updating everything\n       EPCC_FreezeTranslation,\n               Stop translations, keep updating everything else\n       EPCC_FreezeRotation,\n               Stop rotations, keep updating everything else\n       EPCC_FreezeMovement\n               Stop all movement, keep updating
bApplyPhysics=Apply Physics
bApplyPhysics.tooltip=If TRUE, physic will be applied between a particle and the \n       object it collides with. \n       This is one-way - particle --> object. The particle does \n       not have physics applied to it - it just generates an \n       impulse applied to the object it collides with.
bPawnsDoNotDecrementCount=Pawns Do Not Decrement Count
bPawnsDoNotDecrementCount.tooltip=If TRUE, then collisions with Pawns will still react, but \n       the UsedMaxCollisions count will not be decremented. \n       (ie., They don't 'count' as collisions)
bOnlyVerticalNormalsDecrementCount=Only Vertical Normals Decrement Count
bOnlyVerticalNormalsDecrementCount.tooltip=If TRUE, then collisions that do not have a vertical hit \n       normal will still react, but UsedMaxCollisions count will \n       not be decremented. (ie., They don't 'count' as collisions)\n       Useful for having particles come to rest on floors.
bDropDetail=Drop Detail
bDropDetail.tooltip=If TRUE, when the WorldInfo.bDropDetail flag is set, the module will be ignored.
ParticleMass=Particle Mass
ParticleMass.tooltip=The mass of the particle - for use when bApplyPhysics is TRUE. \n       Value is obtained using the EmitterTime at particle spawn.
DirScalar=Dir Scalar
DirScalar.tooltip=The directional scalar value - used to scale the bounds to \n       'assist' in avoiding inter-penetration or large gaps.
VerticalFudgeFactor=Vertical Fudge Factor
VerticalFudgeFactor.tooltip=The fudge factor to use to determine vertical.\n       True vertical will have a Hit.Normal.Z == 1.0\n       This will allow for Z components in the range of\n       [1.0-VerticalFudgeFactor..1.0]\n       to count as vertical collisions.
DelayAmount=Delay Amount
DelayAmount.tooltip=How long to delay before checking a particle for collisions.\n       Value is retrieved using the EmitterTime.\n       During update, the particle flag IgnoreCollisions will be \n       set until the particle RelativeTime has surpassed the \n       DelayAmount.

[ParticleModuleCollisionActor]
ActorsToCollideWith=Actors To Collide With
ActorsToCollideWith.tooltip=List of actor parameter names (set on the placed instance) that this particle emitter should collide against
bCheckPawnCollisions=Check Pawn Collisions
bCheckPawnCollisions.tooltip=If TRUE, then collide with any pawns as well

[ParticleModuleColor]
StartColor=Start Color
StartColor.tooltip=Initial color for a particle as a function of Emitter time.
StartAlpha=Start Alpha
StartAlpha.tooltip=Initial alpha for a particle as a function of Emitter time.
bClampAlpha=Clamp Alpha
bClampAlpha.tooltip=If TRUE, the alpha value will be clamped to the [0..1] range.

[ParticleModuleColor_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleColorByParameter]
ColorParam=Color Param
ColorParam.tooltip=The name of the parameter to retrieve the color from.
DefaultColor=Default Color
DefaultColor.tooltip=The default color to use in the even that the parameter is not set on the emitter.

[ParticleModuleColorOverLife]
ColorOverLife=Color Over Life
ColorOverLife.tooltip=The color to apply to the particle, as a function of the particle RelativeTime.
AlphaOverLife=Alpha Over Life
AlphaOverLife.tooltip=The alpha to apply to the particle, as a function of the particle RelativeTime.
bClampAlpha=Clamp Alpha
bClampAlpha.tooltip=If TRUE, the alpha value will be clamped to the [0..1] range.

[ParticleModuleColorScaleOverDensity]
ColorScaleOverDensity=Color Scale Over Density
ColorScaleOverDensity.tooltip=The color to apply to the particle, as a function of the particle Density.
AlphaScaleOverDensity=Alpha Scale Over Density
AlphaScaleOverDensity.tooltip=The alpha to apply to the particle, as a function of the particle Density.

[ParticleModuleColorScaleOverLife]
ColorScaleOverLife=Color Scale Over Life
ColorScaleOverLife.tooltip=The scale factor for the color.
AlphaScaleOverLife=Alpha Scale Over Life
AlphaScaleOverLife.tooltip=The scale factor for the alpha.
bEmitterTime=Emitter Time
bEmitterTime.tooltip=Whether it is EmitterTime or ParticleTime related.

[ParticleModuleEventGenerator]
Events=Events

[ParticleModuleEventReceiverBase]
EventGeneratorType=Event Generator Type
EventGeneratorType.tooltip=The type of event that will generate the kill.
EventName=Event Name
EventName.tooltip=The name of the emitter of interest for generating the event.

[ParticleModuleEventReceiverKillParticles]
bStopSpawning=Stop Spawning
bStopSpawning.tooltip=If TRUE, stop this emitter from spawning as well.

[ParticleModuleEventReceiverSpawn]
SpawnCount=Spawn Count
SpawnCount.tooltip=The number of particles to spawn.
bUseParticleTime=Use Particle Time
bUseParticleTime.tooltip=For Death-based event receiving, if this is TRUE, it indicates that the \n       ParticleTime of the event should be used to look-up the SpawnCount.\n       Otherwise (and in all other events received), use the emitter time of \n       the event.
bUsePSysLocation=Use PSys Location
bUsePSysLocation.tooltip=If TRUE, use the location of the particle system component for spawning.\n       if FALSE (default), use the location of the particle event.
bInheritVelocity=Inherit Velocity
bInheritVelocity.tooltip=If TRUE, use the velocity of the dying particle as the start velocity of \n       the spawned particle.
InheritVelocityScale=Inherit Velocity Scale
InheritVelocityScale.tooltip=If bInheritVelocity is TRUE, scale the velocity with this.

[ParticleModuleKillBox]
LowerLeftCorner=Lower Left Corner
LowerLeftCorner.tooltip=The lower left corner of the box.
UpperRightCorner=Upper Right Corner
UpperRightCorner.tooltip=The upper right corner of the box.
bAbsolute=Absolute
bAbsolute.tooltip=If TRUE, the box coordinates are in world space./
bKillInside=Kill Inside
bKillInside.tooltip=If TRUE, particles INSIDE the box will be killed. \n       If FALSE (the default), particles OUTSIDE the box will be killed.

[ParticleModuleKillHeight]
Height=Height
Height.tooltip=The height at which to kill the particle.
bAbsolute=Absolute
bAbsolute.tooltip=If TRUE, the height should be treated as a world-space position.
bFloor=Floor
bFloor.tooltip=If TRUE, the plane should be considered a floor - ie kill anything BELOW it.\n       If FALSE, if is a ceiling - ie kill anything ABOVE it.
bApplyPSysScale=Apply PSys Scale
bApplyPSysScale.tooltip=If TRUE, take the particle systems scale into account

[ParticleModuleLifetime]
Lifetime=Lifetime
Lifetime.tooltip=The lifetime of the particle, in seconds. Retrieved using the EmitterTime at the spawn of the particle.

[ParticleModuleLifetime_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleLocation]
StartLocation=Start Location
StartLocation.tooltip=The location the particle should be emitted, relative to the emitter.\n       Retrieved using the EmitterTime at the spawn of the particle.

[ParticleModuleLocation_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleLocationBoneSocket]
SourceType=Source Type
SourceType.tooltip=Whether the module uses Bones or Sockets for locations.\n \n       BONESOCKETSOURCE_Bones          - Use Bones as the source locations.\n       BONESOCKETSOURCE_Sockets        - Use Sockets as the source locations.
SelectionMethod=Selection Method
SelectionMethod.tooltip=The method by which to select the bone/socket to spawn at.\n \n       SEL_Sequential                  - loop through the bone/socket array in order\n       SEL_Random                              - randomly select a bone/socket from the array\n       SEL_RandomExhaustive    - randomly select a bone/socket, but never the same one twice until all have been used, then reset
UniversalOffset=Universal Offset
UniversalOffset.tooltip=An offset to apply to each bone/socket
SourceLocations=Source Locations
SourceLocations.tooltip=The name(s) of the bone/socket(s) to position at
bUpdatePositionEachFrame=Update Position Each Frame
bUpdatePositionEachFrame.tooltip=If TRUE, update the particle locations each frame with that of the bone/socket
bOrientMeshEmitters=Orient Mesh Emitters
bOrientMeshEmitters.tooltip=If TRUE, rotate mesh emitter meshes to orient w/ the socket
SkelMeshActorParamName=Skel Mesh Actor Param Name
SkelMeshActorParamName.tooltip=The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game.
EditorSkelMesh=Editor Skel Mesh
EditorSkelMesh.tooltip=The name of the skeletal mesh to use in the editor

[ParticleModuleLocationDirect]
Location=Location
Location.tooltip=The location of the particle at a give time. Retrieved using the particle RelativeTime. \n       IMPORTANT: the particle location is set to this value, thereby over-writing any previous module impacts.
LocationOffset=Location Offset
LocationOffset.tooltip=An offset to apply to the position retrieved from the Location calculation. \n       The offset is retrieved using the EmitterTime. \n       The offset will remain constant over the life of the particle.
ScaleFactor=Scale Factor
ScaleFactor.tooltip=Scales the velocity of the object at a given point in the time-line.
Direction=Direction
Direction.tooltip=Currently unused.

[ParticleModuleLocationEmitter]
EmitterName=Emitter Name
EmitterName.tooltip=The name of the emitter to use that the source location for particle.
SelectionMethod=Selection Method
SelectionMethod.tooltip=The method to use when selecting a spawn target particle from the emitter.\n       Can be one of the following:\n               ELESM_Random            Randomly select a particle from the source emitter.\n               ELESM_Sequential        Step through each particle from the source emitter in order.
InheritSourceVelocity=Inherit Source Velocity
InheritSourceVelocity.tooltip=If TRUE, the spawned particle should inherit the velocity of the source particle.
bInheritSourceRotation=Inherit Source Rotation
bInheritSourceRotation.tooltip=If TRUE, the spawned particle should inherit the rotation of the source particle.
InheritSourceVelocityScale=Inherit Source Velocity Scale
InheritSourceVelocityScale.tooltip=Amount to scale the source velocity by when inheriting it.
InheritSourceRotationScale=Inherit Source Rotation Scale
InheritSourceRotationScale.tooltip=Amount to scale the source rotation by when inheriting it.

[ParticleModuleLocationEmitterDirect]
EmitterName=Emitter Name
EmitterName.tooltip=The name of the emitter to use as a source for the location of the particles.

[ParticleModuleLocationPrimitiveBase]
Positive_X=Positive_ X
Positive_X.tooltip=If TRUE, the positive X axis is valid for spawning.
Positive_Y=Positive_ Y
Positive_Y.tooltip=If TRUE, the positive Y axis is valid for spawning.
Positive_Z=Positive_ Z
Positive_Z.tooltip=If TRUE, the positive Z axis is valid for spawning.
Negative_X=Negative_ X
Negative_X.tooltip=If TRUE, the negative X axis is valid for spawning.
Negative_Y=Negative_ Y
Negative_Y.tooltip=If TRUE, the negative Y axis is valid for spawning.
Negative_Z=Negative_ Z
Negative_Z.tooltip=If TRUE, the negative Zaxis is valid for spawning.
SurfaceOnly=Surface Only
SurfaceOnly.tooltip=If TRUE, particles will only spawn on the surface of the primitive.
Velocity=Velocity
Velocity.tooltip=If TRUE, the particle should get its velocity from the position within the primitive.
VelocityScale=Velocity Scale
VelocityScale.tooltip=The scale applied to the velocity. (Only used if 'Velocity' is checked).
StartLocation=Start Location
StartLocation.tooltip=The location of the bounding primitive relative to the position of the emitter.

[ParticleModuleLocationPrimitiveCylinder]
RadialVelocity=Radial Velocity
RadialVelocity.tooltip=If TRUE, get the particle velocity form the radial distance inside the primitive.
StartRadius=Start Radius
StartRadius.tooltip=The radius of the cylinder.
StartHeight=Start Height
StartHeight.tooltip=The height of the cylinder, centered about the location.
HeightAxis=Height Axis
HeightAxis.tooltip=Determines particle particle system axis that should represent the height of the cylinder.\n       Can be one of the following:\n               PMLPC_HEIGHTAXIS_X              Orient the height along the particle system X-axis.\n               PMLPC_HEIGHTAXIS_Y              Orient the height along the particle system Y-axis.\n               PMLPC_HEIGHTAXIS_Z              Orient the height along the particle system Z-axis.

[ParticleModuleLocationPrimitiveCylinder_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleLocationPrimitiveSphere]
StartRadius=Start Radius
StartRadius.tooltip=The radius of the sphere. Retrieved using EmitterTime.

[ParticleModuleLocationPrimitiveSphere_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleLocationSkelVertSurface]
SourceType=Source Type
SourceType.tooltip=Whether the module uses Verts or Surfaces for locations.\n \n       VERTSURFACESOURCE_Vert          - Use Verts as the source locations.\n       VERTSURFACESOURCE_Surface       - Use Surfaces as the source locations.
UniversalOffset=Universal Offset
UniversalOffset.tooltip=An offset to apply to each vert/surface
bUpdatePositionEachFrame=Update Position Each Frame
bUpdatePositionEachFrame.tooltip=If TRUE, update the particle locations each frame with that of the vert/surface
bOrientMeshEmitters=Orient Mesh Emitters
bOrientMeshEmitters.tooltip=If TRUE, rotate mesh emitter meshes to orient w/ the vert/surface
bEnforceNormalCheck=Enforce Normal Check
bEnforceNormalCheck.tooltip=When TRUE use the RestrictToNormal and NormalTolerance values to check surface normals
SkelMeshActorParamName=Skel Mesh Actor Param Name
SkelMeshActorParamName.tooltip=The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game.
EditorSkelMesh=Editor Skel Mesh
EditorSkelMesh.tooltip=The name of the skeletal mesh to use in the editor
ValidAssociatedBones=Valid Associated Bones
ValidAssociatedBones.tooltip=This module will only spawn from verts or surfaces associated with the bones in this list
NormalToCompare=Normal To Compare
NormalToCompare.tooltip=Use this normal to restrict spawning locations
NormalCheckToleranceDegrees=Normal Check Tolerance Degrees
NormalCheckToleranceDegrees.tooltip=Normal tolerance.  0 degrees means it must be an exact match, 180 degrees means it can be any angle.
ValidMaterialIndices=Valid Material Indices
ValidMaterialIndices.tooltip=Array of material indices that are valid materials to spawn from.\n       If empty, any material will be considered valid

[ParticleModuleSourceMovement]
SourceMovementScale=Source Movement Scale
SourceMovementScale.tooltip=The scale factor to apply to the source movement before adding to the particle location.\n       The value is looked up using the particles RELATIVE time [0..1].

[ParticleModuleMaterialByParameter]
MaterialParameters=Material Parameters
MaterialParameters.tooltip=For Sprite and SubUV emitters only the first entry in these arrays will be valid.  \n For Mesh emitters the code will try to match the order of the materials to the ones in the mesh material arrays.\n \n @see UParticleModuleMaterialByParameter::Update
DefaultMaterials=Default Materials
DefaultMaterials.tooltip=The default materials to use when the MaterialParameter is not found.

[ParticleModuleMeshMaterial]
MeshMaterials=Mesh Materials
MeshMaterials.tooltip=The array of materials to apply to the mesh particles.

[ParticleModuleOrbitBase]
bUseEmitterTime=Use Emitter Time
bUseEmitterTime.tooltip=If TRUE, distribution values will be retrieved using the EmitterTime.\n       If FALSE (default), they will be retrieved using the Particle.RelativeTime.

[ParticleModuleOrbit]
ChainMode=Chain Mode
ChainMode.tooltip=Orbit modules will chain together in the order they appear in the module stack.\n       The combination of a module with the one prior to it is defined by using one\n       of the following enumerations:\n               EOChainMode_Add         Add the values to the previous results\n               EOChainMode_Scale       Multiply the values by the previous results\n               EOChainMode_Link        'Break' the chain and apply the values from the previous results
OffsetAmount=Offset Amount
OffsetAmount.tooltip=The amount to offset the sprite from the particle position.
OffsetOptions=Offset Options
OffsetOptions.tooltip=The options associated with the OffsetAmount look-up.
RotationAmount=Rotation Amount
RotationAmount.tooltip=The amount (in 'turns') to rotate the offset about the particle position.\n               0.0 = no rotation\n               0.5     = 180 degree rotation\n               1.0 = 360 degree rotation
RotationOptions=Rotation Options
RotationOptions.tooltip=The options associated with the RotationAmount look-up.
RotationRateAmount=Rotation Rate Amount
RotationRateAmount.tooltip=The rate (in 'turns') at which to rotate the offset about the particle positon.\n               0.0 = no rotation\n               0.5     = 180 degree rotation\n               1.0 = 360 degree rotation
RotationRateOptions=Rotation Rate Options
RotationRateOptions.tooltip=The options associated with the RotationRateAmount look-up.

[ParticleModuleOrientationAxisLock]
LockAxisFlags=Lock Axis Flags
LockAxisFlags.tooltip=The lock axis flag setting.\n       Can be one of the following:\n               EPAL_NONE                       No locking to an axis.\n               EPAL_X                          Lock the sprite facing towards +X.\n               EPAL_Y                          Lock the sprite facing towards +Y.\n               EPAL_Z                          Lock the sprite facing towards +Z.\n               EPAL_NEGATIVE_X         Lock the sprite facing towards -X.\n               EPAL_NEGATIVE_Y         Lock the sprite facing towards -Y.\n               EPAL_NEGATIVE_Z         Lock the sprite facing towards -Z.\n               EPAL_ROTATE_X           Lock the sprite rotation on the X-axis.\n               EPAL_ROTATE_Y           Lock the sprite rotation on the Y-axis.\n               EPAL_ROTATE_Z           Lock the sprite rotation on the Z-axis.

[ParticleModuleParameterDynamic]
DynamicParams=Dynamic Params
DynamicParams.tooltip=The dynamic parameters this module uses.

[ParticleModuleParameterDynamic_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleRequired]
Material=Material
Material.tooltip=The material to utilize for the emitter at this LOD level.
ScreenAlignment=Screen Alignment
ScreenAlignment.tooltip=The screen alignment to utilize for the emitter at this LOD level.\n       One of the following:\n       PSA_Square                      - Uniform scale (via SizeX) facing the camera\n       PSA_Rectangle           - Non-uniform scale (via SizeX and SizeY) facing the camera\n       PSA_Velocity            - Orient the particle towards both the camera and the direction \n                                                 the particle is moving. Non-uniform scaling is allowed.\n       PSA_TypeSpecific        - Use the alignment method indicated int he type data module.
SortMode=Sort Mode
SortMode.tooltip=The sorting mode to use for this emitter.\n       PSORTMODE_None                          - No sorting required.\n       PSORTMODE_ViewProjDepth         - Sort by view projected depth of the particle.\n       PSORTMODE_DistanceToView        - Sort by distance of particle to view in world space.\n       PSORTMODE_Age_OldestFirst       - Sort by age, oldest drawn first.\n       PSORTMODE_Age_NewestFirst       - Sort by age, newest drawn first.
InterpolationMethod=Interpolation Method
InterpolationMethod.tooltip=The interpolation method to used for the SubUV image selection.\n       One of the following:\n       PSUVIM_None                     - Do not apply SubUV modules to this emitter. \n       PSUVIM_Linear           - Smoothly transition between sub-images in the given order, \n                                                 with no blending between the current and the next\n       PSUVIM_Linear_Blend     - Smoothly transition between sub-images in the given order, \n                                                 blending between the current and the next \n       PSUVIM_Random           - Pick the next image at random, with no blending between \n                                                 the current and the next \n       PSUVIM_Random_Blend     - Pick the next image at random, blending between the current \n                                                 and the next
EmitterNormalsMode=Emitter Normals Mode
EmitterNormalsMode.tooltip=Normal generation mode for this emitter LOD.
bUseLocalSpace=Use Local Space
bUseLocalSpace.tooltip=If TRUE, update the emitter in local space
bKillOnDeactivate=Kill On Deactivate
bKillOnDeactivate.tooltip=If TRUE, kill the emitter when the particle system is deactivated
bKillOnCompleted=Kill On Completed
bKillOnCompleted.tooltip=If TRUE, kill the emitter when it completes
bUseLegacyEmitterTime=Use Legacy Emitter Time
bUseLegacyEmitterTime.tooltip=If TRUE, the EmitterTime for the emitter will be calculated by\n       modulating the SecondsSinceCreation by the EmitterDuration. As\n       this can lead to issues w/ looping and variable duration, a new\n       approach has been implemented. \n       If FALSE, this new approach is utilized, and the EmitterTime is\n       simply incremented by DeltaTime each tick. When the emitter \n       loops, it adjusts the EmitterTime by the current EmitterDuration\n       resulting in proper looping/delay behavior.
bEmitterDurationUseRange=Emitter Duration Use Range
bEmitterDurationUseRange.tooltip=If TRUE, select the emitter duration from the range \n               [EmitterDurationLow..EmitterDuration]
bDurationRecalcEachLoop=Duration Recalc Each Loop
bDurationRecalcEachLoop.tooltip=If TRUE, recalculate the emitter duration on each loop.
bEmitterDelayUseRange=Emitter Delay Use Range
bEmitterDelayUseRange.tooltip=If TRUE, select the emitter delay from the range \n               [EmitterDelayLow..EmitterDelay]
bDelayFirstLoopOnly=Delay First Loop Only
bDelayFirstLoopOnly.tooltip=If TRUE, the emitter will be delayed only on the first loop.
bScaleUV=Scale UV
bScaleUV.tooltip=Whether to scale the UV or not - ie, the model wasn't setup with sub uvs
bUseMaxDrawCount=Use Max Draw Count
bUseMaxDrawCount.tooltip=If TRUE, use the MaxDrawCount to limit the number of particles rendered.\n       NOTE: This does not limit the number spawned/updated, only what is drawn.
EmitterDuration=Emitter Duration
EmitterDuration.tooltip=How long, in seconds, the emitter will run before looping.\n       If set to 0, the emitter will never loop.
EmitterDurationLow=Emitter Duration Low
EmitterDurationLow.tooltip=The low end of the emitter duration if using a range.
EmitterLoops=Emitter Loops
EmitterLoops.tooltip=The number of times to loop the emitter.\n       0 indicates loop continuously
EmitterDelay=Emitter Delay
EmitterDelay.tooltip=Indicates the time (in seconds) that this emitter should be delayed in the particle system.
EmitterDelayLow=Emitter Delay Low
EmitterDelayLow.tooltip=The low end of the emitter delay if using a range.
SubImages_Horizontal=Sub Images_ Horizontal
SubImages_Horizontal.tooltip=The number of sub-images horizontally in the texture
SubImages_Vertical=Sub Images_ Vertical
SubImages_Vertical.tooltip=The number of sub-images vertically in the texture
RandomImageChanges=Random Image Changes
RandomImageChanges.tooltip=The number of times to change a random image over the life of the particle.
MaxDrawCount=Max Draw Count
MaxDrawCount.tooltip=The maximum number of particles to DRAW for this emitter.\n       If set to 0, it will use whatever number are present.
NormalsSphereCenter=Normals Sphere Center
NormalsSphereCenter.tooltip=When EmitterNormalsMode is ENM_Spherical, particle normals are created to face away from NormalsSphereCenter. \n NormalsSphereCenter is in local space.
NormalsCylinderDirection=Normals Cylinder Direction
NormalsCylinderDirection.tooltip=When EmitterNormalsMode is ENM_Cylindrical, \n particle normals are created to face away from the cylinder going through NormalsSphereCenter in the direction NormalsCylinderDirection. \n NormalsCylinderDirection is in local space.

[ParticleModuleMeshRotation]
StartRotation=Start Rotation
StartRotation.tooltip=Initial rotation in ROTATIONS PER SECOND (1 = 360 degrees).\n       The value is retrieved using the EmitterTime.
bInheritParent=Inherit Parent
bInheritParent.tooltip=If TRUE, apply the parents rotation as well.

[ParticleModuleMeshRotation_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleRotation]
StartRotation=Start Rotation
StartRotation.tooltip=Initial rotation of the particle (1 = 360 degrees).\n       The value is retrieved using the EmitterTime.

[ParticleModuleRotation_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleRotationOverLifetime]
RotationOverLife=Rotation Over Life
RotationOverLife.tooltip=The rotation of the particle (1.0 = 360 degrees).\n       The value is retrieved using the RelativeTime of the particle.
Scale=Scale
Scale.tooltip=If TRUE,  the particle rotation is multiplied by the value retrieved from RotationOverLife.\n       If FALSE, the particle rotation is incremented by the value retrieved from RotationOverLife.

[ParticleModuleMeshRotationRate]
StartRotationRate=Start Rotation Rate
StartRotationRate.tooltip=Initial rotation rate, in rotations per second.\n       The value is retrieved using the EmitterTime.

[ParticleModuleMeshRotationRate_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleMeshRotationRateMultiplyLife]
LifeMultiplier=Life Multiplier
LifeMultiplier.tooltip=The scale factor that should be applied to the rotation rate.\n       The value is retrieved using the RelativeTime of the particle.

[ParticleModuleMeshRotationRateOverLife]
RotRate=Rot Rate
RotRate.tooltip=The rotation rate desired.\n       The value is retrieved using the RelativeTime of the particle.
bScaleRotRate=Scale Rot Rate
bScaleRotRate.tooltip=If TRUE, scale the current rotation rate by the value retrieved.\n       Otherwise, set the rotation rate to the value retrieved.

[ParticleModuleRotationRate]
StartRotationRate=Start Rotation Rate
StartRotationRate.tooltip=Initial rotation rate, in rotations per second.\n       The value is retrieved using the EmitterTime.

[ParticleModuleRotationRate_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleRotationRateMultiplyLife]
LifeMultiplier=Life Multiplier
LifeMultiplier.tooltip=The scale factor that should be applied to the rotation rate.\n       The value is retrieved using the RelativeTime of the particle.

[ParticleModuleSize]
StartSize=Start Size
StartSize.tooltip=The initial size that should be used for a particle.\n       The value is retrieved using the EmitterTime during the spawn of a particle.\n       It is added to the Size and BaseSize fields of the spawning particle.

[ParticleModuleSize_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleSizeMultiplyLife]
LifeMultiplier=Life Multiplier
LifeMultiplier.tooltip=The scale factor for the size that should be used for a particle.\n       The value is retrieved using the RelativeTime of the particle during its update.
MultiplyX=Multiply X
MultiplyX.tooltip=If true, the X-component of the scale factor will be applied to the particle size X-component.\n       If false, the X-component is left unaltered.
MultiplyY=Multiply Y
MultiplyY.tooltip=If true, the Y-component of the scale factor will be applied to the particle size Y-component.\n       If false, the Y-component is left unaltered.
MultiplyZ=Multiply Z
MultiplyZ.tooltip=If true, the Z-component of the scale factor will be applied to the particle size Z-component.\n       If false, the Z-component is left unaltered.

[ParticleModuleSizeMultiplyVelocity]
VelocityMultiplier=Velocity Multiplier
VelocityMultiplier.tooltip=The amount the velocity should be scaled prior to scaling the size of the particle. \n       The value is retrieved using the RelativeTime of the particle during its update.
MultiplyX=Multiply X
MultiplyX.tooltip=If true, the X-component of the scale factor will be applied to the particle size X-component.\n       If false, the X-component is left unaltered.
MultiplyY=Multiply Y
MultiplyY.tooltip=If true, the Y-component of the scale factor will be applied to the particle size Y-component.\n       If false, the Y-component is left unaltered.
MultiplyZ=Multiply Z
MultiplyZ.tooltip=If true, the Z-component of the scale factor will be applied to the particle size Z-component.\n       If false, the Z-component is left unaltered.

[ParticleModuleSizeScale]
SizeScale=Size Scale
SizeScale.tooltip=The amount the BaseSize should be scaled before being used as the size of the particle. \n       The value is retrieved using the RelativeTime of the particle during its update.\n       NOTE: this module overrides any size adjustments made prior to this module in that frame.
EnableX=Enable X
EnableX.tooltip=Ignored
EnableY=Enable Y
EnableY.tooltip=Ignored
EnableZ=Enable Z
EnableZ.tooltip=Ignored

[ParticleModuleSizeScaleByTime]
SizeScaleByTime=Size Scale By Time
SizeScaleByTime.tooltip=The amount the size should be scaled before being used as the size of the particle. \n       The value is retrieved using the ABSOLUTE lifetime of the particle during its update.
bEnableX=Enable X
bEnableX.tooltip=If TRUE, scale the X-component of the size.
bEnableY=Enable Y
bEnableY.tooltip=If TRUE, scale the Y-component of the size.
bEnableZ=Enable Z
bEnableZ.tooltip=If TRUE, scale the Z-component of the size.

[ParticleModuleSpawnBase]
bProcessSpawnRate=Process Spawn Rate
bProcessSpawnRate.tooltip=If TRUE, the SpawnRate of the SpawnModule of the emitter will be processed.\n       If mutliple Spawn modules are 'stacked' in an emitter, if ANY of them \n       have this set to FALSE, it will not process the SpawnModule SpawnRate.
bProcessBurstList=Process Burst List
bProcessBurstList.tooltip=If TRUE, the BurstList of the SpawnModule of the emitter will be processed.\n       If mutliple Spawn modules are 'stacked' in an emitter, if ANY of them \n       have this set to FALSE, it will not process the SpawnModule BurstList.

[ParticleModuleSpawn]
Rate=Rate
Rate.tooltip=The rate at which to spawn particles.
RateScale=Rate Scale
RateScale.tooltip=The scalar to apply to the rate.
ParticleBurstMethod=Particle Burst Method
ParticleBurstMethod.tooltip=The method to utilize when burst-emitting particles.
BurstList=Burst List
BurstList.tooltip=The array of burst entries.

[ParticleModuleSpawnPerUnit]
UnitScalar=Unit Scalar
UnitScalar.tooltip=The scalar to apply to the distance traveled.\n       The value from SpawnPerUnit is divided by this value to give the actual\n       number of particles per unit.
SpawnPerUnit=Spawn Per Unit
SpawnPerUnit.tooltip=The amount to spawn per meter distribution.\n       The value is retrieved using the EmitterTime.
bIgnoreSpawnRateWhenMoving=Ignore Spawn Rate When Moving
bIgnoreSpawnRateWhenMoving.tooltip=If TRUE, process the default spawn rate when not moving...\n       When not moving, skip the default spawn rate.\n       If FALSE, return the bProcessSpawnRate setting.
bIgnoreMovementAlongX=Ignore Movement Along X
bIgnoreMovementAlongX.tooltip=If TRUE, ignore the X-component of the movement
bIgnoreMovementAlongY=Ignore Movement Along Y
bIgnoreMovementAlongY.tooltip=If TRUE, ignore the Y-component of the movement
bIgnoreMovementAlongZ=Ignore Movement Along Z
bIgnoreMovementAlongZ.tooltip=If TRUE, ignore the Z-component of the movement
MovementTolerance=Movement Tolerance
MovementTolerance.tooltip=The tolerance for moving vs. not moving w.r.t. the bIgnoreSpawnRateWhenMoving flag.\n       Ie, if (DistanceMoved < (UnitScalar x MovementTolerance)) then consider it not moving.

[ParticleModuleSubUV]
SubImageIndex=Sub Image Index
SubImageIndex.tooltip=The index of the sub-image that should be used for the particle.\n       The value is retrieved using the RelativeTime of the particles.
bUseRealTime=Use Real Time
bUseRealTime.tooltip=If TRUE, use realtime when updating the image index.\n       The movie will update regardless of the slomo settings of the game.

[ParticleModuleSubUVMovie]
bUseEmitterTime=Use Emitter Time
bUseEmitterTime.tooltip=If TRUE, use the emitter time to look up the frame rate.\n       If FALSE (default), use the particle relative time.
FrameRate=Frame Rate
FrameRate.tooltip=The frame rate the SubUV images should be 'flipped' thru at.
StartingFrame=Starting Frame
StartingFrame.tooltip=The starting image index for the SubUV (1 = the first frame).\n       Assumes order of Left->Right, Top->Bottom\n       If greater than the last frame, it will clamp to the last one.\n       If 0, then randomly selects a starting frame.

[ParticleModuleSubUVDirect]
SubUVPosition=Sub UVPosition
SubUVPosition.tooltip=The upper-left corner of the texture coordinates desired.\n       Value is retrieved using RelativeTime of the particle.
SubUVSize=Sub UVSize
SubUVSize.tooltip=The size of the texture sample desired.\n       Value is retrieved using RelativeTime of the particle.

[ParticleModuleSubUVSelect]
SubImageSelect=Sub Image Select
SubImageSelect.tooltip=The horizontal (X) and vertical (Y) index of the sub-image desired.\n       Value is retrieved using the RelativeTime of the particle.

[ParticleModuleTrailSource]
SourceMethod=Source Method
SourceMethod.tooltip=The source method for the trail.
SelectionMethod=Selection Method
SelectionMethod.tooltip=Particle selection method, when using the SourceMethod of Particle.
SourceName=Source Name
SourceName.tooltip=The name of the source - either the emitter or Actor.
SourceStrength=Source Strength
SourceStrength.tooltip=The strength of the tangent from the source point for each Trail.
bLockSourceStength=Lock Source Stength
bLockSourceStength.tooltip=Whether to lock the source to the life of the particle.
bInheritRotation=Inherit Rotation
bInheritRotation.tooltip=Interhit particle rotation - only valid for SourceMethod of PET2SRCM_Particle.
SourceOffsetCount=Source Offset Count
SourceOffsetCount.tooltip=SourceOffsetCount\n       The number of source offsets that can be expected to be found on the instance.\n       These must be named\n               TrailSourceOffset#
SourceOffsetDefaults=Source Offset Defaults
SourceOffsetDefaults.tooltip=Default offsets from the source(s). \n       If there are < SourceOffsetCount slots, the grabbing of values will simply wrap.

[ParticleModuleTrailSpawn]
SpawnDistanceMap=Spawn Distance Map
SpawnDistanceMap.tooltip=This parameter will map a given distance range [MinInput..MaxInput]\n       to the given spawn values [MinOutput..MaxOutput]\n       Anything below the MinOutput will result in no particles being spawned\n       NOTE: The distance travelled is accumulated. If it takes 10 frames to travel the min.\n       distance, then MinOutput particles will be spawned every 10 frames...\n       IMPORTANT! This type must be a floatparticleparam type, but nothing is forcing it now!
MinSpawnVelocity=Min Spawn Velocity
MinSpawnVelocity.tooltip=The minimum velocity the source must be travelling at in order to spawn particles.

[ParticleModuleTrailTaper]
TaperMethod=Taper Method
TaperMethod.tooltip=Tapering mode
TaperFactor=Taper Factor
TaperFactor.tooltip=Tapering factor, 0 = source of beam, 1 = target

[ParticleModuleTypeDataAnimTrail]
ControlEdgeName=Control Edge Name
ControlEdgeName.tooltip=The name of the socket that supplied the control edge for this emitter.
SheetsPerTrail=Sheets Per Trail
SheetsPerTrail.tooltip=The number of sheets to render for the trail.
bDeadTrailsOnDeactivate=Dead Trails On Deactivate
bDeadTrailsOnDeactivate.tooltip=If true, when the system is deactivated, mark trails as dead.\n       This means they will still render, but will not have more particles\n       added to them, even if the system re-activates...
bClipSourceSegement=Clip Source Segement
bClipSourceSegement.tooltip=If true, do not join the trail to the source position
bEnablePreviousTangentRecalculation=Enable Previous Tangent Recalculation
bEnablePreviousTangentRecalculation.tooltip=If true, recalculate the previous tangent when a new particle is spawned
bTangentRecalculationEveryFrame=Tangent Recalculation Every Frame
bTangentRecalculationEveryFrame.tooltip=If true, recalculate tangents every frame to allow velocity/acceleration to be applied
bRenderGeometry=Render Geometry
bRenderGeometry.tooltip=If TRUE, render the trail geometry (this should typically be on)
bRenderSpawnPoints=Render Spawn Points
bRenderSpawnPoints.tooltip=If TRUE, render stars at each spawned particle point along the trail
bRenderTangents=Render Tangents
bRenderTangents.tooltip=If TRUE, render a line showing the tangent at each spawned particle point along the trail
bRenderTessellation=Render Tessellation
bRenderTessellation.tooltip=If TRUE, render the tessellated path between spawned particles
TilingDistance=Tiling Distance
TilingDistance.tooltip=The (estimated) covered distance to tile the 2nd UV set at.\n       If 0.0, a second UV set will not be passed in.
DistanceTessellationStepSize=Distance Tessellation Step Size
DistanceTessellationStepSize.tooltip=The distance step size for tessellation.\n       # Tessellation Points = Trunc((Distance Between Spawned Particles) / DistanceTessellationStepSize))
TangentTessellationScalar=Tangent Tessellation Scalar
TangentTessellationScalar.tooltip=The tangent scalar for tessellation.\n       Angles between tangent A and B are mapped to [0.0f .. 1.0f]\n       This is then multiplied by TangentTessellationScalar to give the number of points to tessellate

[ParticleModuleTypeDataBeam]
BeamMethod=Beam Method
EndPointMethod=End Point Method
Distance=Distance
Distance.tooltip=Distance is only used if BeamMethod is Distance
EndPoint=End Point
EndPoint.tooltip=Default end-point to use...
TessellationFactor=Tessellation Factor
EmitterStrength=Emitter Strength
TargetStrength=Target Strength
EndPointDirection=End Point Direction
TextureTile=Texture Tile
TextureTile.tooltip=Texture settings
RenderGeometry=Render Geometry
RenderGeometry.tooltip=@todo. Remove these once finialized - START
RenderDirectLine=Render Direct Line
RenderLines=Render Lines
RenderTessellation=Render Tessellation

[ParticleModuleTypeDataBeam2]
BeamMethod=Beam Method
BeamMethod.tooltip=The method with which to form the beam(s). Must be one of the following:\n               PEB2M_Distance  - Use the distance property to emit a beam along the X-axis of the emitter.\n               PEB2M_Target    - Emit a beam from the source to the supplied target.\n               PEB2M_Branch    - Currently unimplemented.
TaperMethod=Taper Method
TaperMethod.tooltip=Tapering mode - one of the following:\n       PEBTM_None              - No tapering is applied\n       PEBTM_Full              - Taper the beam relative to source-->target, regardless of current beam length\n       PEBTM_Partial   - Taper the beam relative to source-->location, 0=source,1=endpoint
TextureTile=Texture Tile
TextureTile.tooltip=The number of times to tile the texture along each beam
TextureTileDistance=Texture Tile Distance
TextureTileDistance.tooltip=The distance per texture tile
Sheets=Sheets
Sheets.tooltip=The number of sheets to render
MaxBeamCount=Max Beam Count
MaxBeamCount.tooltip=The number of live beams
Speed=Speed
Speed.tooltip=The speed at which the beam should move from source to target when firing up.\n       '0' indicates instantaneous
InterpolationPoints=Interpolation Points
InterpolationPoints.tooltip=Indicates whether the beam should be interpolated.\n     <= 0 --> no\n     >  0 --> yes (and is equal to the number of interpolation steps that should be taken.
bAlwaysOn=Always On
bAlwaysOn.tooltip=If true, there will ALWAYS be a beam...
RenderGeometry=Render Geometry
RenderGeometry.tooltip=Beam Rendering Variables
RenderDirectLine=Render Direct Line
RenderLines=Render Lines
RenderTessellation=Render Tessellation
UpVectorStepSize=Up Vector Step Size
UpVectorStepSize.tooltip=The approach to use for determining the Up vector(s) for the beam.\n \n       0 indicates that the Up vector should be calculated at EVERY point in the beam.\n       1 indicates a single Up vector should be determined at the start of the beam and used at every point.\n       N indicates an Up vector should be calculated every N points of the beam and interpolated between them.\n           [NOTE: This mode is currently unsupported.]
BranchParentName=Branch Parent Name
BranchParentName.tooltip=The name of the emitter to branch from (if mode is PEB2M_Branch)\n MUST BE IN THE SAME PARTICLE SYSTEM!
Distance=Distance
Distance.tooltip=The distance along the X-axis to stretch the beam\n       Distance is only used if BeamMethod is PEB2M_Distance
TaperFactor=Taper Factor
TaperFactor.tooltip=Tapering factor, 0 = source of beam, 1 = target
TaperScale=Taper Scale
TaperScale.tooltip=Tapering scaling\n       This is intended to be either a constant, uniform or a ParticleParam.\n       If a curve is used, 0/1 mapping of source/target... which could be integrated into\n       the taper factor itself, and therefore makes no sense.

[ParticleModuleTypeDataMesh]
Mesh=Mesh
Mesh.tooltip=The static mesh to render at the particle positions
bAllowMotionBlur=Allow Motion Blur
bAllowMotionBlur.tooltip=Allow this mesh emitter to render using motion blur. This adds a velocity rendering pass
bOverrideMaterial=Override Material
bOverrideMaterial.tooltip=If TRUE, use the emitter material when rendering rather than the one applied \n       to the static mesh model.
bCameraFacing=Camera Facing
bCameraFacing.tooltip=If TRUE, then point the X-axis of the mesh towards the camera.\n       When set, AxisLockOption as well as all other locked axis/screen alignment settings are ignored.
bApplyParticleRotationAsSpin=Apply Particle Rotation As Spin
bApplyParticleRotationAsSpin.tooltip=If TRUE, apply 'sprite' particle rotation about the orientation axis (direction mesh is pointing).\n       If FALSE, apply 'sprite' particle rotation about the camera facing axis.
MeshAlignment=Mesh Alignment
MeshAlignment.tooltip=The alignment to use on the meshes emitted.\n       The RequiredModule->ScreenAlignment MUST be set to PSA_TypeSpecific to use.\n       One of the following:\n       PSMA_MeshFaceCameraWithRoll\n               Face the camera allowing for rotation around the mesh-to-camera vector \n               (amount provided by the standard particle sprite rotation).  \n       PSMA_MeshFaceCameraWithSpin\n               Face the camera allowing for the mesh to rotate about the tangential axis.  \n       PSMA_MeshFaceCameraWithLockedAxis\n               Face the camera while maintaining the up vector as the locked direction.
AxisLockOption=Axis Lock Option
AxisLockOption.tooltip=The axis to lock the mesh on. This overrides TypeSpecific mesh alignment as well as the LockAxis module.\n               EPAL_NONE                -      No locking to an axis.\n               EPAL_X                   -      Lock the mesh X-axis facing towards +X.\n               EPAL_Y                   -      Lock the mesh X-axis facing towards +Y.\n               EPAL_Z                   -      Lock the mesh X-axis facing towards +Z.\n               EPAL_NEGATIVE_X  -      Lock the mesh X-axis facing towards -X.\n               EPAL_NEGATIVE_Y  -      Lock the mesh X-axis facing towards -Y.\n               EPAL_NEGATIVE_Z  -      Lock the mesh X-axis facing towards -Z.\n               EPAL_ROTATE_X    -      Ignored for mesh emitters. Treated as EPAL_NONE.\n               EPAL_ROTATE_Y    -      Ignored for mesh emitters. Treated as EPAL_NONE.\n               EPAL_ROTATE_Z    -      Ignored for mesh emitters. Treated as EPAL_NONE.
CameraFacingOption=Camera Facing Option
CameraFacingOption.tooltip=The camera facing option to use:\n       All camera facing options without locked axis assume X-axis will be facing the camera.\n               XAxisFacing_NoUp                                - X-axis camera facing, no attempt to face an axis up or down.\n               XAxisFacing_ZUp                                 - X-axis camera facing, Z-axis of the mesh should attempt to point up.\n               XAxisFacing_NegativeZUp                 - X-axis camera facing, Z-axis of the mesh should attempt to point down.\n               XAxisFacing_YUp                                 - X-axis camera facing, Y-axis of the mesh should attempt to point up.\n               XAxisFacing_NegativeYUp                 - X-axis camera facing, Y-axis of the mesh should attempt to point down.\n       All axis-locked camera facing options assume the AxisLockOption is set. EPAL_NONE will be treated as EPAL_X.\n               LockedAxis_ZAxisFacing                  - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face towards camera.\n               LockedAxis_NegativeZAxisFacing  - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face away from camera.\n               LockedAxis_YAxisFacing                  - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face towards camera.\n               LockedAxis_NegativeYAxisFacing  - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face away from camera.\n       All velocity-aligned options do NOT require the ScreenAlignment be set to PSA_Velocity.\n       Doing so will result in additional work being performed... (it will orient the mesh twice).\n               VelocityAligned_ZAxisFacing         - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face towards camera.\n               VelocityAligned_NegativeZAxisFacing - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face away from camera.\n               VelocityAligned_YAxisFacing         - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face towards camera.\n               VelocityAligned_NegativeYAxisFacing - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face away from camera.
Pitch=Pitch
Pitch.tooltip=The 'pre' rotation pitch (in degrees) to apply to the static mesh used.
Roll=Roll
Roll.tooltip=The 'pre' rotation roll (in degrees) to apply to the static mesh used.
Yaw=Yaw
Yaw.tooltip=The 'pre' rotation yaw (in degrees) to apply to the static mesh used.

[ParticleModuleTypeDataMeshPhysX]
PhysXParSys=Phys XPar Sys
PhysXParSys.tooltip=Actual wrapper for NxFluid PhsyX SDK object
PhysXRotationMethod=Phys XRotation Method
FluidRotationCoefficient=Fluid Rotation Coefficient
VerticalLod=Vertical Lod
VerticalLod.tooltip=Parameters for Vertical LOD: See ParticleModuleTypeDataPhysX.uc

[ParticleModuleTypeDataPhysX]
PhysXParSys=Phys XPar Sys
PhysXParSys.tooltip=Actual wrapper for NxFluid PhsyX SDK object
VerticalLod=Vertical Lod

[ParticleModuleTypeDataRibbon]
SheetsPerTrail=Sheets Per Trail
SheetsPerTrail.tooltip=The number of sheets to render for the trail.
MaxTrailCount=Max Trail Count
MaxTrailCount.tooltip=The number of live trails
MaxParticleInTrailCount=Max Particle In Trail Count
MaxParticleInTrailCount.tooltip=Max particles per trail
bDeadTrailsOnDeactivate=Dead Trails On Deactivate
bDeadTrailsOnDeactivate.tooltip=If true, when the system is deactivated, mark trails as dead.\n       This means they will still render, but will not have more particles\n       added to them, even if the system re-activates...
bDeadTrailsOnSourceLoss=Dead Trails On Source Loss
bDeadTrailsOnSourceLoss.tooltip=If true, when the source of a trail is 'lost' (ie, the source particle\n       dies), mark the current trail as dead.
bClipSourceSegement=Clip Source Segement
bClipSourceSegement.tooltip=If true, do not join the trail to the source position
bEnablePreviousTangentRecalculation=Enable Previous Tangent Recalculation
bEnablePreviousTangentRecalculation.tooltip=If true, recalculate the previous tangent when a new particle is spawned
bTangentRecalculationEveryFrame=Tangent Recalculation Every Frame
bTangentRecalculationEveryFrame.tooltip=If true, recalculate tangents every frame to allow velocity/acceleration to be applied
bRenderGeometry=Render Geometry
bRenderGeometry.tooltip=If TRUE, render the trail geometry (this should typically be on)
bRenderSpawnPoints=Render Spawn Points
bRenderSpawnPoints.tooltip=If TRUE, render stars at each spawned particle point along the trail
bRenderTangents=Render Tangents
bRenderTangents.tooltip=If TRUE, render a line showing the tangent at each spawned particle point along the trail
bRenderTessellation=Render Tessellation
bRenderTessellation.tooltip=If TRUE, render the tessellated path between spawned particles
RenderAxis=Render Axis
RenderAxis.tooltip=The 'render' axis for the trail (what axis the trail is stretched out on)\n               Trails_CameraUp - Traditional camera-facing trail.\n               Trails_SourceUp - Use the up axis of the source for each spawned particle.\n               Trails_WorldUp  - Use the world up axis.
TangentSpawningScalar=Tangent Spawning Scalar
TangentSpawningScalar.tooltip=The tangent scalar for spawning.\n       Angles between tangent A and B are mapped to [0.0f .. 1.0f]\n       This is then multiplied by TangentTessellationScalar to give the number of particles to spawn
TilingDistance=Tiling Distance
TilingDistance.tooltip=The (estimated) covered distance to tile the 2nd UV set at.\n       If 0.0, a second UV set will not be passed in.
DistanceTessellationStepSize=Distance Tessellation Step Size
DistanceTessellationStepSize.tooltip=The distance step size for tessellation.\n       # Tessellation Points = Trunc((Distance Between Spawned Particles) / DistanceTessellationStepSize))
TangentTessellationScalar=Tangent Tessellation Scalar
TangentTessellationScalar.tooltip=The tangent scalar for tessellation.\n       Angles between tangent A and B are mapped to [0.0f .. 1.0f]\n       This is then multiplied by TangentTessellationScalar to give the number of points to tessellate

[ParticleModuleTypeDataTrail]
RenderGeometry=Render Geometry
RenderGeometry.tooltip=@todo. Remove these once trails are finialized - START
RenderLines=Render Lines
RenderTessellation=Render Tessellation
Tapered=Tapered
Tapered.tooltip=@todo. Remove these once trails are finialized - END
SpawnByDistance=Spawn By Distance
TessellationFactor=Tessellation Factor
Tension=Tension
SpawnDistance=Spawn Distance

[ParticleModuleTypeDataTrail2]
TessellationFactor=Tessellation Factor
TessellationFactor.tooltip=The tessellation amount to use for each trail
TessellationStrength=Tessellation Strength
TessellationStrength.tooltip=The strength to apply to the tangents
TextureTile=Texture Tile
TextureTile.tooltip=The number of times to tile the texture along each trail
MaxTrailCount=Max Trail Count
MaxTrailCount.tooltip=The number of live trails
MaxParticleInTrailCount=Max Particle In Trail Count
MaxParticleInTrailCount.tooltip=Max particles per trail
bClipSourceSegement=Clip Source Segement
bClipSourceSegement.tooltip=If true, do not join the trail to the source position
bClearTangents=Clear Tangents
bClearTangents.tooltip=If true, clear the tangents (old bug behavior)\n       This is present to preserve existing content...
RenderGeometry=Render Geometry
RenderGeometry.tooltip=Trail Rendering Variables
RenderDirectLine=Render Direct Line
RenderLines=Render Lines
RenderTessellation=Render Tessellation

[ParticleModuleUberLTISIVCL]
Lifetime=Lifetime
Lifetime.tooltip=Lifetime - Gives the lifetime of the particles
StartSize=Start Size
StartSize.tooltip=Size - Gives the size of the particles
StartVelocity=Start Velocity
StartVelocity.tooltip=StartVelociy - Gives the start velocity of the particles
StartVelocityRadial=Start Velocity Radial
StartVelocityRadial.tooltip=StartRadialVelociy - Gives the start radial velocity of the particles
ColorOverLife=Color Over Life
ColorOverLife.tooltip=ColorOverLife - Gives the color to apply to the particles
AlphaOverLife=Alpha Over Life
AlphaOverLife.tooltip=AlphaOverLife - Gives the alpha to apply to the particles

[ParticleModuleUberLTISIVCLIL]
Lifetime=Lifetime
Lifetime.tooltip=Lifetime - Gives the lifetime of the particles
StartSize=Start Size
StartSize.tooltip=Size - Gives the size of the particles
StartVelocity=Start Velocity
StartVelocity.tooltip=StartVelociy - Gives the start velocity of the particles
StartVelocityRadial=Start Velocity Radial
StartVelocityRadial.tooltip=StartRadialVelociy - Gives the start radial velocity of the particles
ColorOverLife=Color Over Life
ColorOverLife.tooltip=ColorOverLife - Gives the color to apply to the particles
AlphaOverLife=Alpha Over Life
AlphaOverLife.tooltip=AlphaOverLife - Gives the alpha to apply to the particles
StartLocation=Start Location
StartLocation.tooltip=StartLocation - Gives the start location of particles

[ParticleModuleUberLTISIVCLILIRSSBLIRR]
Lifetime=Lifetime
Lifetime.tooltip=Lifetime - Gives the lifetime of the particles
StartSize=Start Size
StartSize.tooltip=Size - Gives the size of the particles
StartVelocity=Start Velocity
StartVelocity.tooltip=StartVelociy - Gives the start velocity of the particles
StartVelocityRadial=Start Velocity Radial
StartVelocityRadial.tooltip=StartRadialVelociy - Gives the start radial velocity of the particles
ColorOverLife=Color Over Life
ColorOverLife.tooltip=ColorOverLife - Gives the color to apply to the particles
AlphaOverLife=Alpha Over Life
AlphaOverLife.tooltip=AlphaOverLife - Gives the alpha to apply to the particles
StartLocation=Start Location
StartLocation.tooltip=StartLocation - Gives the start location of particles
StartRotation=Start Rotation
StartRotation.tooltip=StartRotation - Gives the rotation of particles in turns (1 = 360 degrees)
SizeLifeMultiplier=Size Life Multiplier
SizeLifeMultiplier.tooltip=SizeLifeMultiplier - Size scale factor
SizeMultiplyX=Size Multiply X
SizeMultiplyX.tooltip=MultiplyX - If TRUE, scale along the X size axis
SizeMultiplyY=Size Multiply Y
SizeMultiplyY.tooltip=MultiplyY - If TRUE, scale along the Y size axis
SizeMultiplyZ=Size Multiply Z
SizeMultiplyZ.tooltip=MultiplyZ - If TRUE, scale along the Z size axis
StartRotationRate=Start Rotation Rate
StartRotationRate.tooltip=StartRotationRate - Gives the rotation rate of particles in turns per second

[ParticleModuleUberRainDrops]
LifetimeMin=Lifetime Min
LifetimeMin.tooltip=Lifetime Module Members                                                                                                                /-----------------------------------------------------------------------------
LifetimeMax=Lifetime Max
StartSizeMin=Start Size Min
StartSizeMin.tooltip=Size Module Members                                                                                                                    /-----------------------------------------------------------------------------
StartSizeMax=Start Size Max
StartVelocityMin=Start Velocity Min
StartVelocityMin.tooltip=Velocity Module Members                                                                                                                /-----------------------------------------------------------------------------
StartVelocityMax=Start Velocity Max
StartVelocityRadialMin=Start Velocity Radial Min
StartVelocityRadialMax=Start Velocity Radial Max
ColorOverLife=Color Over Life
ColorOverLife.tooltip=ColorOverLife Module Members                                                                                           /-----------------------------------------------------------------------------
AlphaOverLife=Alpha Over Life
bIsUsingCylinder=Is Using Cylinder
bIsUsingCylinder.tooltip=PrimitiveCylinder Module Members                                                                                       /-----------------------------------------------------------------------------
bPositive_X=Positive_ X
bPositive_Y=Positive_ Y
bPositive_Z=Positive_ Z
bNegative_X=Negative_ X
bNegative_Y=Negative_ Y
bNegative_Z=Negative_ Z
bSurfaceOnly=Surface Only
bVelocity=Velocity
bRadialVelocity=Radial Velocity
PC_VelocityScale=PC_Velocity Scale
PC_StartLocation=PC_Start Location
PC_StartRadius=PC_Start Radius
PC_StartHeight=PC_Start Height
PC_HeightAxis=PC_Height Axis
StartLocationMin=Start Location Min
StartLocationMin.tooltip=Location Module Members                                                                                                                /-----------------------------------------------------------------------------
StartLocationMax=Start Location Max

[ParticleModuleUberRainImpacts]
Lifetime=Lifetime
Lifetime.tooltip=Lifetime Module Members                                                                                                                /-----------------------------------------------------------------------------
StartSize=Start Size
StartSize.tooltip=Size Module Members                                                                                                                    /-----------------------------------------------------------------------------
StartRotation=Start Rotation
StartRotation.tooltip=MeshRotation Module Members                                                                                                    /-----------------------------------------------------------------------------
bInheritParent=Inherit Parent
MultiplyX=Multiply X
MultiplyY=Multiply Y
MultiplyZ=Multiply Z
bIsUsingCylinder=Is Using Cylinder
bIsUsingCylinder.tooltip=PrimitiveCylinder Module Members                                                                                       /-----------------------------------------------------------------------------
bPositive_X=Positive_ X
bPositive_Y=Positive_ Y
bPositive_Z=Positive_ Z
bNegative_X=Negative_ X
bNegative_Y=Negative_ Y
bNegative_Z=Negative_ Z
bSurfaceOnly=Surface Only
bVelocity=Velocity
bRadialVelocity=Radial Velocity
LifeMultiplier=Life Multiplier
LifeMultiplier.tooltip=SizeByLife Module Members                                                                                                      /-----------------------------------------------------------------------------
PC_VelocityScale=PC_Velocity Scale
PC_StartLocation=PC_Start Location
PC_StartRadius=PC_Start Radius
PC_StartHeight=PC_Start Height
PC_HeightAxis=PC_Height Axis
ColorOverLife=Color Over Life
ColorOverLife.tooltip=ColorOverLife Module Members                                                                                           /-----------------------------------------------------------------------------
AlphaOverLife=Alpha Over Life

[ParticleModuleUberRainSplashA]
Lifetime=Lifetime
Lifetime.tooltip=Lifetime Module Members                                                                                                                /-----------------------------------------------------------------------------
StartSize=Start Size
StartSize.tooltip=Size Module Members                                                                                                                    /-----------------------------------------------------------------------------
StartRotation=Start Rotation
StartRotation.tooltip=MeshRotation Module Members                                                                                                    /-----------------------------------------------------------------------------
bInheritParent=Inherit Parent
MultiplyX=Multiply X
MultiplyY=Multiply Y
MultiplyZ=Multiply Z
LifeMultiplier=Life Multiplier
LifeMultiplier.tooltip=SizeByLife Module Members                                                                                                      /-----------------------------------------------------------------------------
ColorOverLife=Color Over Life
ColorOverLife.tooltip=ColorOverLife Module Members                                                                                           /-----------------------------------------------------------------------------
AlphaOverLife=Alpha Over Life

[ParticleModuleUberRainSplashB]
Lifetime=Lifetime
Lifetime.tooltip=Lifetime Module Members                                                                                                                /-----------------------------------------------------------------------------
StartSize=Start Size
StartSize.tooltip=Size Module Members                                                                                                                    /-----------------------------------------------------------------------------
ColorOverLife=Color Over Life
ColorOverLife.tooltip=ColorOverLife Module Members                                                                                           /-----------------------------------------------------------------------------
AlphaOverLife=Alpha Over Life
LifeMultiplier=Life Multiplier
LifeMultiplier.tooltip=SizeByLife Module Members                                                                                                      /-----------------------------------------------------------------------------
MultiplyX=Multiply X
MultiplyY=Multiply Y
MultiplyZ=Multiply Z
StartRotationRate=Start Rotation Rate
StartRotationRate.tooltip=Initial RotationRate Module Members                                                                                    /-----------------------------------------------------------------------------

[ParticleModuleVelocityBase]
bInWorldSpace=In World Space
bInWorldSpace.tooltip=If true, then treat the velocity as world-space defined.\n       NOTE: LocalSpace emitters that are moving will see strange results...
bApplyOwnerScale=Apply Owner Scale
bApplyOwnerScale.tooltip=If true, then apply the particle system components scale to the velocity value.

[ParticleModuleVelocity]
StartVelocity=Start Velocity
StartVelocity.tooltip=The velocity to apply to a particle when it is spawned.\n       Value is retrieved using the EmitterTime of the emitter.
StartVelocityRadial=Start Velocity Radial
StartVelocityRadial.tooltip=The velocity to apply to a particle along its radial direction.\n       Direction is determined by subtracting the location of the emitter from the particle location at spawn.\n       Value is retrieved using the EmitterTime of the emitter.

[ParticleModuleVelocity_Seeded]
RandomSeedInfo=Random Seed Info
RandomSeedInfo.tooltip=The random seed(s) to use for looking up values in StartLocation

[ParticleModuleVelocityInheritParent]
Scale=Scale
Scale.tooltip=The scale to apply tot he parent velocity prior to adding it to the particle velocity during spawn.\n       Value is retrieved using the EmitterTime of the emitter.

[ParticleModuleVelocityOverLifetime]
VelOverLife=Vel Over Life
VelOverLife.tooltip=The scaling  value applied to the velocity.\n       Value is retrieved using the RelativeTime of the particle.
Absolute=Absolute
Absolute.tooltip=If true, the velocity will be SET to the value from the above dist.\n       If false, the velocity will be scaled by the above dist.

[ParticleSystemReplay]
ClipIDNumber=Clip IDNumber
ClipIDNumber.tooltip=Unique ID number for this replay clip

[PhysXParticleSystem]
MaxParticles=Max Particles
MaxParticles.tooltip=Maximum number of particles to simulate.
ParticleSpawnReserve=Particle Spawn Reserve
ParticleSpawnReserve.tooltip=Maximum number of particles that will be deleted per frame to make room for newly spawned particles if MaxParticles is reached.
RBChannel=RBChannel
RBChannel.tooltip=Enum indicating what type of object this particle should be considered for rigid body collision.
SimulationMethod=Simulation Method
SimulationMethod.tooltip=Use SPH particles if you want particles to interact with each other.
PacketSizeMultiplier=Packet Size Multiplier
PacketSizeMultiplier.tooltip=Packet size can influence collision performance.
RBCollideWithChannels=RBCollide With Channels
RBCollideWithChannels.tooltip=Types of objects that this particle will collide with.
CollisionDistance=Collision Distance
CollisionDistance.tooltip=Distance between particles and collision geometry maintained during simulation.
RestitutionWithStaticShapes=Restitution With Static Shapes
RestitutionWithStaticShapes.tooltip="Bounciness" against static objects.
RestitutionWithDynamicShapes=Restitution With Dynamic Shapes
RestitutionWithDynamicShapes.tooltip="Bounciness" against dynamic objects.
FrictionWithStaticShapes=Friction With Static Shapes
FrictionWithStaticShapes.tooltip=Dynamic friction with static objects.
FrictionWithDynamicShapes=Friction With Dynamic Shapes
FrictionWithDynamicShapes.tooltip=Dynamic friction with dynamic objects.
StaticFrictionWithStaticShapes=Static Friction With Static Shapes
StaticFrictionWithStaticShapes.tooltip=Static friction with static objects.
StaticFrictionWithDynamicShapes=Static Friction With Dynamic Shapes
StaticFrictionWithDynamicShapes.tooltip=Static friction with dynamic objects.
bDynamicCollision=Dynamic Collision
bDynamicCollision.tooltip=Whether to collide with dynamic shapes. Disabling this option can improve performance.
bDisableGravity=Disable Gravity
bDisableGravity.tooltip=Disable gravity.
bStaticCollision=Static Collision
bStaticCollision.tooltip=Whether to collide with static shapes. Disabling this flag isn't recommended.
bTwoWayCollision=Two Way Collision
bTwoWayCollision.tooltip=Whether dynamic particle collision affects the shapes the particles collide with.
MaxMotionDistance=Max Motion Distance
MaxMotionDistance.tooltip=Distance fluid can travel in one simulation step. Decreasing this value can improve performance.
Damping=Damping
Damping.tooltip=Velocity damping coefficient.
ExternalAcceleration=External Acceleration
ExternalAcceleration.tooltip=Acceleration applied to each particle.
RestParticleDistance=Rest Particle Distance
RestParticleDistance.tooltip=Particle mass = RestParticleDistance^3 RestDensity. Also rest state for SPH fluid particles.
RestDensity=Rest Density
RestDensity.tooltip=Particle mass = RestParticleDistance^3 RestDensity. Also target density for SPH fluid particles.
KernelRadiusMultiplier=Kernel Radius Multiplier
KernelRadiusMultiplier.tooltip=Sphere of influence for SPH fluid particles.
Stiffness=Stiffness
Stiffness.tooltip=Affects compressibility of SPH fluid particles. Low values are more compressible. Higher values could result in unstable simulation.
Viscosity=Viscosity
Viscosity.tooltip=Viscosity for SPH fluid particles. Higher values will result in honey-like behavior.
CollisionResponseCoefficient=Collision Response Coefficient
CollisionResponseCoefficient.tooltip=Impulse transfer from particles to colliding dynamic shapes, if bTwoWayCollision has been set.

[KActor]
bDamageAppliesImpulse=Damage Applies Impulse
bWakeOnLevelStart=Wake On Level Start
bEnableStayUprightSpring=Enable Stay Upright Spring
bEnableStayUprightSpring.tooltip=Enable 'Stay upright' torque, that tries to keep Z axis of KActor pointing along world Z
bLimitMaxPhysicsVelocity=Limit Max Physics Velocity
bLimitMaxPhysicsVelocity.tooltip=If TRUE limit the maximum speed this object can move.
StayUprightTorqueFactor=Stay Upright Torque Factor
StayUprightTorqueFactor.tooltip=Torque applied to try and keep KActor horizontal.
StayUprightMaxTorque=Stay Upright Max Torque
StayUprightMaxTorque.tooltip=Max torque that can be applied to try and keep KActor horizontal
MaxPhysicsVelocity=Max Physics Velocity
MaxPhysicsVelocity.tooltip=If bLimitMaxPhysicsVelocity is TRUE, this is how fast the object can move.

[KAsset]
SkeletalMeshComponent=Skeletal Mesh Component
bDamageAppliesImpulse=Damage Applies Impulse
bWakeOnLevelStart=Wake On Level Start
bBlockPawns=Block Pawns
bBlockPawns.tooltip=Whether this KAsset should block Pawns.

[Pawn]
bCanCrouch=Can Crouch
bCanCrouch.tooltip=if true, this pawn is capable of crouching
bLOSHearing=LOSHearing
bLOSHearing.tooltip=can hear sounds from line-of-sight sources (which are close enough to hear) bLOSHearing=true is like UT/Unreal hearing
bMuffledHearing=Muffled Hearing
bMuffledHearing.tooltip=can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls
bDontPossess=Dont Possess
bDontPossess.tooltip=if true, Pawn won't be possessed at game start
bDebugShowCameraLocation=Debug Show Camera Location
bDebugShowCameraLocation.tooltip=debug
WalkingPhysics=Walking Physics
HearingThreshold=Hearing Threshold
HearingThreshold.tooltip=max distance at which a makenoise(1.0) loudness sound can be heard
Alertness=Alertness
Alertness.tooltip=-1 to 1 ->Used within specific states for varying reaction to stimuli
SightRadius=Sight Radius
SightRadius.tooltip=Maximum seeing distance.
PeripheralVision=Peripheral Vision
PeripheralVision.tooltip=Cosine of limits of peripheral vision.
BaseEyeHeight=Base Eye Height
BaseEyeHeight.tooltip=Base eye height above collision center.
EyeHeight=Eye Height
EyeHeight.tooltip=Current eye height, adjusted for bobbing and stairs.
Health=Health
Health.tooltip=amount of health this Pawn has
HealthMax=Health Max
HealthMax.tooltip=normal maximum health of Pawn - defaults to default.Health unless explicitly set otherwise
Mesh=Mesh
RBPushRadius=RBPush Radius
RBPushRadius.tooltip=Unreal units
RBPushStrength=RBPush Strength
VehicleCheckRadius=Vehicle Check Radius
VehicleCheckRadius.tooltip=Radius that is checked for nearby vehicles when pressing use
ViewPitchMin=View Pitch Min
ViewPitchMax=View Pitch Max
DesiredRotation=Desired Rotation
DesiredRotation.tooltip=In future I will uncomment this change. Currently Actor has the variable.
ScalarParameterInterpArray=Scalar Parameter Interp Array

[Vehicle]
bIgnoreStallZ=Ignore Stall Z
bIgnoreStallZ.tooltip=TRUE for vehicle to ignore the StallZ value, FALSE to respect it normally
ExitPositions=Exit Positions
ExitPositions.tooltip=Positions (relative to vehicle) to try putting the player when exiting. Optional -\nautomatic system for determining exitpositions if none is specified.
Steering=Steering
Steering.tooltip=generic controls (set by controller, used by concrete derived classes)
Throttle=Throttle
Throttle.tooltip=between -1 and 1
Rise=Rise
Rise.tooltip=If true, attach the driver to the vehicle when he starts using it.
MomentumMult=Momentum Mult
MomentumMult.tooltip=damage momentum multiplied by this value before being applied to vehicle

[SVehicle]
SimObj=Sim Obj
SimObj.tooltip=Object containing the actual vehicle simulation paramters and code. Allows you to 'plug' different vehicle types in.
Wheels=Wheels
Wheels.tooltip=Data for each wheel.
COMOffset=COMOffset
COMOffset.tooltip=Center of mass location of the vehicle, in local space.
InertiaTensorMultiplier=Inertia Tensor Multiplier
InertiaTensorMultiplier.tooltip=Inertia Tensor Multipler - allows you to scale the components of the pre-calculated inertia tensor
bStayUpright=Stay Upright
bStayUpright.tooltip=Use the stay-upright world constraint
StayUprightRollResistAngle=Stay Upright Roll Resist Angle
StayUprightRollResistAngle.tooltip=Angle at which the vehicle will resist rolling
StayUprightPitchResistAngle=Stay Upright Pitch Resist Angle
StayUprightPitchResistAngle.tooltip=Angle at which the vehicle will resist pitching
StayUprightStiffness=Stay Upright Stiffness
StayUprightStiffness.tooltip=Amount of spring past the limit angles
StayUprightDamping=Stay Upright Damping
StayUprightDamping.tooltip=Amount of dampening past the limit angles
MaxSpeed=Max Speed
MaxSpeed.tooltip=Vehicle total speed will be capped to this value
MaxAngularVelocity=Max Angular Velocity
MaxAngularVelocity.tooltip=Vehicle angular velocity will be capped to this value
UprightLiftStrength=Upright Lift Strength
UprightLiftStrength.tooltip=Scales the lifting force applied to the vehicle during uprighting.
UprightTorqueStrength=Upright Torque Strength
UprightTorqueStrength.tooltip=Scales the torque applied to the vehicle during uprighting.
UprightTime=Upright Time
UprightTime.tooltip=Time in seconds to apply uprighting force/torque.
EngineSound=Engine Sound
EngineSound.tooltip=Ambient engine-running sound.  Pitch modulated based on RPMS.
SquealSound=Squeal Sound
SquealSound.tooltip=Volume-modulated wheel squeeling.
CollisionSound=Collision Sound
CollisionSound.tooltip=Played when the vehicle slams into things.
EnterVehicleSound=Enter Vehicle Sound
EnterVehicleSound.tooltip=Engine startup sound played upon entering the vehicle.
ExitVehicleSound=Exit Vehicle Sound
ExitVehicleSound.tooltip=Engine switch-off sound played upon exiting the vhicle.
CollisionIntervalSecs=Collision Interval Secs
CollisionIntervalSecs.tooltip=Minimum time passed between the triggering collision sounds; generally set to longest collision sound.
SquealThreshold=Squeal Threshold
SquealThreshold.tooltip=Slip velocity cuttoff below which no wheel squealing is heard.
SquealLatThreshold=Squeal Lat Threshold
SquealLatThreshold.tooltip=Lateral Slip velocity cut off below which no wheel squealing is heard
LatAngleVolumeMult=Lat Angle Volume Mult
LatAngleVolumeMult.tooltip=multiplier for volume level of Lateral squeals relative to straight slip squeals.
EngineStartOffsetSecs=Engine Start Offset Secs
EngineStartOffsetSecs.tooltip=Time delay between the engine startup sound and the engine idling sound.
EngineStopOffsetSecs=Engine Stop Offset Secs
EngineStopOffsetSecs.tooltip=Time delay between the engine shutdown sound and the deactivation of the engine idling sound.
BaseOffset=Base Offset
BaseOffset.tooltip=camera
CamDist=Cam Dist

[RB_ConstraintActor]
ConstraintActor1=Constraint Actor 1
ConstraintActor1.tooltip=Actors joined effected by this constraint (could be NULL for 'World')
ConstraintActor2=Constraint Actor 2
ConstraintSetup=Constraint Setup
ConstraintInstance=Constraint Instance
bDisableCollision=Disable Collision
bDisableCollision.tooltip=Disable collision between actors joined by this constraint.
bUpdateActor1RefFrame=Update Actor 1Ref Frame
bUpdateActor2RefFrame=Update Actor 2Ref Frame
PulleyPivotActor1=Pulley Pivot Actor 1
PulleyPivotActor1.tooltip=Used if joint is a pulley to define pivot locations using actors in the level.
PulleyPivotActor2=Pulley Pivot Actor 2

[RB_LineImpulseActor]
ImpulseStrength=Impulse Strength
ImpulseStrength.tooltip=Strength of impulse to apply to actors hit by the line check.
ImpulseRange=Impulse Range
ImpulseRange.tooltip=Length of line to check along.
bVelChange=Vel Change
bVelChange.tooltip=If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect).
bStopAtFirstHit=Stop At First Hit
bStopAtFirstHit.tooltip=If an impulse should only be applied to the first thing the line hits, or all things in the lines path.
bCauseFracture=Cause Fracture
bCauseFracture.tooltip=If true, will cause FracturedStaticMeshActor fragment hit by ray to break.

[RB_RadialImpulseActor]
ImpulseComponent=Impulse Component

[RB_Thruster]
bThrustEnabled=Thrust Enabled
bThrustEnabled.tooltip=If thrust should be applied at the moment.
ThrustStrength=Thrust Strength
ThrustStrength.tooltip=Strength of thrust force applied to the base object.

[RB_ConstraintDrawComponent]
LimitMaterial=Limit Material

[RB_RadialImpulseComponent]
ImpulseFalloff=Impulse Falloff
ImpulseStrength=Impulse Strength
ImpulseRadius=Impulse Radius
bVelChange=Vel Change
bCauseFracture=Cause Fracture
bCauseFracture.tooltip=If true, will cause any FracturedStaticMeshActor pieces within expolsion to break.

[RB_Handle]
LinearDamping=Linear Damping
LinearDamping.tooltip=How strong handle is.
LinearStiffness=Linear Stiffness
LinearStiffnessScale3D=Linear Stiffness Scale 3D
LinearStiffnessScale3D.tooltip=Scales the handle spring stiffness along each axis (in local space of handle)
LinearDampingScale3D=Linear Damping Scale 3D
LinearDampingScale3D.tooltip=Scales the handle spring damping along each axis (in local space of handle)
AngularDamping=Angular Damping
AngularStiffness=Angular Stiffness

[RB_Spring]
bEnableForceMassRatio=Enable Force Mass Ratio
bEnableForceMassRatio.tooltip=Allows you to limit the maximum force applied by spring based on MinBodyMass.
SpringSaturateDist=Spring Saturate Dist
SpringSaturateDist.tooltip=Spring extension at which maximum spring force is applied. Force linear ramps up to this point and is constant beyond it.
SpringMaxForce=Spring Max Force
SpringMaxForce.tooltip=Max linear force applied by spring. Multiplied by SpringMaxForceTimeScale before being passed to simulation.
MaxForceMassRatio=Max Force Mass Ratio
MaxForceMassRatio.tooltip=If bEnableForceMassRatio is true, this is maximum allowed ratio between MinBodyMass and the applied spring force.
SpringMaxForceTimeScale=Spring Max Force Time Scale
SpringMaxForceTimeScale.tooltip=Allows scaling of spring force over time. Time is zeroed when SetComponents is called,\n       and this curve is a scaling of SpringMaxForce over time from then (in seconds).
DampSaturateVel=Damp Saturate Vel
DampSaturateVel.tooltip=Linear velocity (along spring direction) at which damping force is maximum.
DampMaxForce=Damp Max Force
DampMaxForce.tooltip=Maximum velocity damping force applied between sprung bodies.

[SVehicleSimBase]
WheelSuspensionStiffness=Wheel Suspension Stiffness
WheelSuspensionStiffness.tooltip=Wheel params For more information, see https:udn.epicgames.com/Three/VehicleGuide
WheelSuspensionDamping=Wheel Suspension Damping
WheelSuspensionBias=Wheel Suspension Bias
WheelLongExtremumSlip=Wheel Long Extremum Slip
WheelLongExtremumValue=Wheel Long Extremum Value
WheelLongAsymptoteSlip=Wheel Long Asymptote Slip
WheelLongAsymptoteValue=Wheel Long Asymptote Value
WheelLatExtremumSlip=Wheel Lat Extremum Slip
WheelLatExtremumValue=Wheel Lat Extremum Value
WheelLatAsymptoteSlip=Wheel Lat Asymptote Slip
WheelLatAsymptoteValue=Wheel Lat Asymptote Value
WheelInertia=Wheel Inertia
bWheelSpeedOverride=Wheel Speed Override
bWheelSpeedOverride.tooltip=Friction model that clamps the frictional force applied by the wheels. Should be more realistic.
bClampedFrictionModel=Clamped Friction Model
bAutoDrive=Auto Drive
AutoDriveSteer=Auto Drive Steer

[SVehicleSimCar]
ChassisTorqueScale=Chassis Torque Scale
ChassisTorqueScale.tooltip=Vehicle params
MaxSteerAngleCurve=Max Steer Angle Curve
MaxSteerAngleCurve.tooltip=degrees based on velocity
SteerSpeed=Steer Speed
SteerSpeed.tooltip=degrees per second
ReverseThrottle=Reverse Throttle
ReverseThrottle.tooltip=How much throttle when in reverse
EngineBrakeFactor=Engine Brake Factor
EngineBrakeFactor.tooltip=How much the engine slows down when not applying throttle
MaxBrakeTorque=Max Brake Torque
MaxBrakeTorque.tooltip=Amount of stopping torque applied when applying the brakes
StopThreshold=Stop Threshold
StopThreshold.tooltip=Speed at which the vehicle will stop simulating Internal

[SVehicleSimTank]
MaxEngineTorque=Max Engine Torque
MaxEngineTorque.tooltip=With full throttle applied, the tank engine will split up the MaxEngineToque across both tracks. This will be an even split unless the tank is being steered. When steered, the torque will be split based on the InsideTrackTorqueCurve according to its current speed. For example... When driving forward each track gets 50% of the total torque. However, if the tank is steering left and the InsideTrackTorqueCurve is 0.2, this will apply 20% of the engine torque to the left track and the remaining 80% will be applied to the right track. If the InsideTrackTorqueCurve is -0.2 it will still split the torque 20/80 however the inside torque will be applied in the reverse direction. Keep in mind that total torque is conserved across both tracks so if you were to direct 100% to the inside track there wouldn't be any torque left to send to the outside track. In addition, any track wheels with a positive SteerFactor  will have their lateral stiffness adjusted using  TurnMaxGripReduction/TurnGripScaleRate when tracks are at different speeds. TurnInPlaceThrottle allows you to set a reduced amount of throttle for turning in place.
EngineDamping=Engine Damping
InsideTrackTorqueFactor=Inside Track Torque Factor
SteeringLatStiffnessFactor=Steering Lat Stiffness Factor
TurnInPlaceThrottle=Turn In Place Throttle
TurnMaxGripReduction=Turn Max Grip Reduction
TurnMaxGripReduction.tooltip=Maximum amount we will reduce lateral grip.
TurnGripScaleRate=Turn Grip Scale Rate
TurnGripScaleRate.tooltip=How quickly grip drops off based on difference in track speed.
bTurnInPlaceOnSteer=Turn In Place On Steer
bTurnInPlaceOnSteer.tooltip=If true, tank will turn in place when just steering is applied.

[ActorFactoryApexClothing]
ClothingAssets=Clothing Assets
ClothingAssets.tooltip=List of clothing assets associated with each material int this mesh.
ClothingRBChannel=Clothing RBChannel
ClothingRBChannel.tooltip=Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent.
ClothingRBCollideWithChannels=Clothing RBCollide With Channels
ClothingRBCollideWithChannels.tooltip=Define the channels with which this actor will collide.

[ApexDestructibleDamageParameters]
DamageMap=Damage Map

[FractureMaterial]
FractureEffect=Fracture Effect
FractureEffect.tooltip=Particle system effect to play at fracture location.
FractureSound=Fracture Sound
FractureSound.tooltip=Sound cue to play at fracture location.

[PhysicalMaterial]
Friction=Friction
Friction.tooltip=Surface properties
Restitution=Restitution
bForceConeFriction=Force Cone Friction
bEnableAnisotropicFriction=Enable Anisotropic Friction
bEnableAnisotropicFriction.tooltip=Enable support for different friction in different directions.
AnisoFrictionDir=Aniso Friction Dir
AnisoFrictionDir.tooltip=Direction (in physics object local space) for FrictionV to be applied.
FrictionV=Friction V
FrictionV.tooltip=Friction to be applied in AnisoFrictionDir - Friction will be used for the other direction.
Density=Density
Density.tooltip=Object properties
AngularDamping=Angular Damping
LinearDamping=Linear Damping
MagneticResponse=Magnetic Response
WindResponse=Wind Response
ImpactThreshold=Impact Threshold
ImpactThreshold.tooltip=How hard an impact must be to trigger effect/sound
ImpactReFireDelay=Impact Re Fire Delay
ImpactReFireDelay.tooltip=Min time between effect/sound being triggered
ImpactEffect=Impact Effect
ImpactEffect.tooltip=Particle effect to play at impact location
ImpactSound=Impact Sound
ImpactSound.tooltip=Sound to play
SlideThreshold=Slide Threshold
SlideThreshold.tooltip=How fast an object must slide to trigger effect/sound
SlideReFireDelay=Slide Re Fire Delay
SlideReFireDelay.tooltip=How long since last slide before sound/effect can be re-triggered
SlideEffect=Slide Effect
SlideEffect.tooltip=Effect to place at contact position and enable while sliding
SlideSound=Slide Sound
SlideSound.tooltip=Looping sound to play while objects are sliding
FractureSoundExplosion=Fracture Sound Explosion
FractureSoundExplosion.tooltip=Sound cue to play when multiple fracture parts are dislodged from a mesh
FractureSoundSingle=Fracture Sound Single
FractureSoundSingle.tooltip=Sound cue to play when a single piece is removed from mesh.
Parent=Parent
Parent.tooltip=The PhysicalMaterial objects now have a parent reference / pointer.  This allows\nyou to make single inheritance hierarchies of PhysicalMaterials.  Specifically\nthis allows one to set default data and then have subclasses over ride that data.\n(e.g.  For all materials in the game we are going to say the default Impact Sound\nis SoundA.  Now for a Tin Shed we can make a Metal Physical Material and set its\nparent pointer to the Default Material.  And then for our Metal PhysicalMaterial\nwe say:  Play SoundB for Pistols and Rifles.  Leaving everything else blank, our\ncode can now traverse up the tree to the Default PhysicalMaterial and read the\nvalues out of that.\n\nThis allows for very specific and interesting behavior that is for the most part\ncompletely in the hands of your content creators.\n\nA programmer is needed only to create the orig set of parameters and then it is\nall data driven parameterization!
PhysicalMaterialProperty=Physical Material Property

[RB_BodyInstance]
bEnableBoneSpringLinear=Enable Bone Spring Linear
bEnableBoneSpringLinear.tooltip=Enable linear 'spring' between the physics body for this bone, and the world-space location of the animation bone.
bEnableBoneSpringAngular=Enable Bone Spring Angular
bEnableBoneSpringAngular.tooltip=Enable angular 'spring' between the physics body for this bone, and the world-space location of the animation bone.
bDisableOnOverextension=Disable On Overextension
bDisableOnOverextension.tooltip=If true, bone spring will automatically disable if it ever gets longer than the OverextensionThreshold.
bNotifyOwnerOnOverextension=Notify Owner On Overextension
bNotifyOwnerOnOverextension.tooltip=Send notification to Owning Actor when overextended, by calling Actor::OnRigidBody
bTeleportOnOverextension=Teleport On Overextension
bTeleportOnOverextension.tooltip=This will teleport the whole PhysicsAssetInstance if this spring gets too long, to reduce to error to zero.\n       Note - having this set on more than one body in a PhysicsAssetInstance will have unpredictable results.
bUseKinActorForBoneSpring=Use Kin Actor For Bone Spring
bUseKinActorForBoneSpring.tooltip=When using bone springs, connect them to a kinematic body and animate that, rather than animating the attachment location on the 'world'.\n       This adds some overhead, but tracks rapidly moving targets better.
bMakeSpringToBaseCollisionComponent=Make Spring To Base Collision Component
bMakeSpringToBaseCollisionComponent.tooltip=When using bone springs, connect them to the physics body of the Base's CollisionComponent.\n       When using this option, SetBoneSpringTarget must be given a matrix for this bone relative to the other bone,\n       rather than relative to the world.
bOnlyCollideWithPawns=Only Collide With Pawns
bOnlyCollideWithPawns.tooltip=This body should only collide with other bodies with their components marked bConsiderPawnForRBCollision.\n       Useful for flappy bits you do not want to collide with the world.
bEnableCollisionResponse=Enable Collision Response
bEnableCollisionResponse.tooltip=Enables physics response for this body (on by default).  If FALSE, contacts are still generated and reported. Useful for "sensor" bodies.
bPushBody=Push Body
bPushBody.tooltip=Denotes body as a "push" body.  Also disables collision response, by definition.
BoneLinearSpring=Bone Linear Spring
BoneLinearSpring.tooltip=Strength of linear spring to animated bone.
BoneLinearDamping=Bone Linear Damping
BoneLinearDamping.tooltip=Damping on linear spring to animated bone.
BoneAngularSpring=Bone Angular Spring
BoneAngularSpring.tooltip=Strength of angular spring to animated bone.
BoneAngularDamping=Bone Angular Damping
BoneAngularDamping.tooltip=Damping on angular spring to animated bone.
OverextensionThreshold=Overextension Threshold
OverextensionThreshold.tooltip=If bDisableOnOverextension is on, the bone spring will be disabled if it stretches more than this amount.
CustomGravityFactor=Custom Gravity Factor
CustomGravityFactor.tooltip=The force applied to the body to address custom gravity for the actor is multiplied CustomGravityFactor, allowing bodies to individually control how \n       custom gravity settings affectthem
PhysMaterialOverride=Phys Material Override
PhysMaterialOverride.tooltip=Allows you to override the PhysicalMaterial to use for this body. \n       Due to the way the BodyInstance pooling works, this MUST BE LAST PROPERTY OF THE CLASS.
ContactReportForceThreshold=Contact Report Force Threshold
ContactReportForceThreshold.tooltip=Used for force-based collision filtering.  Note: this is NOT an additional filter on top of normal\n       pairwise filtering.  It is essentially a new kind of reporting.  It can be used in conjuction\n       with pairwise reporting, however.\n       To disable this feature, set the threshold to a negative number.
InstanceMassScale=Instance Mass Scale
InstanceMassScale.tooltip=Per-instance scaling of mass
InstanceDampingScale=Instance Damping Scale
InstanceDampingScale.tooltip=Per-instance scaling of linear/angular damping

[RB_ConstraintInstance]
bLinearXPositionDrive=Linear XPosition Drive
bLinearXVelocityDrive=Linear XVelocity Drive
bLinearYPositionDrive=Linear YPosition Drive
bLinearYVelocityDrive=Linear YVelocity Drive
bLinearZPositionDrive=Linear ZPosition Drive
bLinearZVelocityDrive=Linear ZVelocity Drive
bSwingPositionDrive=Swing Position Drive
bSwingVelocityDrive=Swing Velocity Drive
bTwistPositionDrive=Twist Position Drive
bTwistVelocityDrive=Twist Velocity Drive
bAngularSlerpDrive=Angular Slerp Drive
LinearPositionTarget=Linear Position Target
LinearVelocityTarget=Linear Velocity Target
LinearDriveSpring=Linear Drive Spring
LinearDriveDamping=Linear Drive Damping
LinearDriveForceLimit=Linear Drive Force Limit
AngularPositionTarget=Angular Position Target
AngularVelocityTarget=Angular Velocity Target
AngularVelocityTarget.tooltip=Revolutions per second
AngularDriveSpring=Angular Drive Spring
AngularDriveDamping=Angular Drive Damping
AngularDriveForceLimit=Angular Drive Force Limit

[RB_ConstraintSetup]
JointName=Joint Name
JointName.tooltip=Name of bone that this joint is associated with.
ConstraintBone1=Constraint Bone 1
ConstraintBone1.tooltip=Name of first bone (body) that this constraint is connecting. \n       This will be the 'child' bone in a PhysicsAsset.
ConstraintBone2=Constraint Bone 2
ConstraintBone2.tooltip=Name of second bone (body) that this constraint is connecting. \n       This will be the 'parent' bone in a PhysicsAset.
bEnableProjection=Enable Projection
bEnableProjection.tooltip=If distance error between bodies exceeds 0.1 units, or rotation error exceeds 10 degrees, body will be projected to fix this.\n For example a chain spinning too fast will have its elements appear detached due to velocity, this will project all bodies so they still appear attached to each other.
bLinearLimitSoft=Linear Limit Soft
bLinearBreakable=Linear Breakable
bSwingLimited=Swing Limited
bSwingLimited.tooltip=ANGULAR DOF
bTwistLimited=Twist Limited
bSwingLimitSoft=Swing Limit Soft
bTwistLimitSoft=Twist Limit Soft
bAngularBreakable=Angular Breakable
bIsPulley=Is Pulley
bIsPulley.tooltip=PULLEY
bMaintainMinDistance=Maintain Min Distance
LinearXSetup=Linear XSetup
LinearXSetup.tooltip=LINEAR DOF
LinearYSetup=Linear YSetup
LinearZSetup=Linear ZSetup
LinearLimitStiffness=Linear Limit Stiffness
LinearLimitDamping=Linear Limit Damping
LinearBreakThreshold=Linear Break Threshold
Swing1LimitAngle=Swing 1Limit Angle
Swing1LimitAngle.tooltip=Used if bSwing1Limited is true. In degrees.
Swing2LimitAngle=Swing 2Limit Angle
Swing2LimitAngle.tooltip=Used if bSwing2Limited is true. In degrees.
TwistLimitAngle=Twist Limit Angle
TwistLimitAngle.tooltip=Used if bTwistLimited is true. In degrees.
SwingLimitStiffness=Swing Limit Stiffness
SwingLimitDamping=Swing Limit Damping
TwistLimitStiffness=Twist Limit Stiffness
TwistLimitDamping=Twist Limit Damping
AngularBreakThreshold=Angular Break Threshold
PulleyRatio=Pulley Ratio

[SVehicleWheel]
Steer=Steer
Steer.tooltip=INPUT TO CAR SIMULATION
MotorTorque=Motor Torque
BrakeTorque=Brake Torque
ChassisTorque=Chassis Torque
ChassisTorque.tooltip=Torque applied back to the chassis (equal-and-opposite) from this wheel. PARAMS
bPoweredWheel=Powered Wheel
bHoverWheel=Hover Wheel
bHoverWheel.tooltip=If true, this wheel will collide with other vehicles (add RBCC_Vehicle to its RBCollideWithChannels).
bCollidesVehicles=Collides Vehicles
bCollidesPawns=Collides Pawns
bCollidesPawns.tooltip=If true, this wheel will collide with pawns (add RBCC_Pawn to its RBCollideWithChannels).
SteerFactor=Steer Factor
SteerFactor.tooltip=How steering affects this wheel. 0.0 means it is not steered. 1.0 means steered fully normally. -1.0 means reversed steering.
SkelControlName=Skel Control Name
BoneName=Bone Name
BoneOffset=Bone Offset
BoneOffset.tooltip=Offset from wheel bone to line check point (middle of tyre). NB: Not affected by scale.
WheelRadius=Wheel Radius
WheelRadius.tooltip=Length of line check. Usually 2x wheel radius.
SuspensionTravel=Suspension Travel
SuspensionSpeed=Suspension Speed
SuspensionSpeed.tooltip=Max speed at which rendered wheel will move up or down (0 = instant)
WheelParticleSystem=Wheel Particle System
Side=Side
Side.tooltip=What side of the vehicle the wheel is on (optional). Wheel slippyness factors - These factors scale the wheel slip curve defined in SVehicleSimBase
LongSlipFactor=Long Slip Factor
LatSlipFactor=Lat Slip Factor
HandbrakeLongSlipFactor=Handbrake Long Slip Factor
HandbrakeLatSlipFactor=Handbrake Lat Slip Factor
ParkedSlipFactor=Parked Slip Factor

[NxGenericForceFieldBrush]
ExcludeChannel=Exclude Channel
ExcludeChannel.tooltip=Channel id, used to identify which force field exclude volumes apply to this force field
CollideWithChannels=Collide With Channels
CollideWithChannels.tooltip=Which types of object to apply this force field to
RBChannel=RBChannel
RBChannel.tooltip=enum indicating what collision filtering channel this force field should be in
Coordinates=Coordinates
Constant=Constant
Constant.tooltip=Constant force vector that is applied inside force volume
PositionMultiplierX=Position Multiplier X
PositionMultiplierX.tooltip=Rows of matrix that defines force depending on position
PositionMultiplierY=Position Multiplier Y
PositionMultiplierZ=Position Multiplier Z
PositionTarget=Position Target
PositionTarget.tooltip=Vector that defines force depending on position
VelocityMultiplierX=Velocity Multiplier X
VelocityMultiplierX.tooltip=Rows of matrix that defines force depending on velocity
VelocityMultiplierY=Velocity Multiplier Y
VelocityMultiplierZ=Velocity Multiplier Z
VelocityTarget=Velocity Target
VelocityTarget.tooltip=Vector that defines force depending on velocity
Noise=Noise
Noise.tooltip=Vector that scales random noise added to the force
FalloffLinear=Falloff Linear
FalloffLinear.tooltip=Linear falloff for vector in chosen coordinate system
FalloffQuadratic=Falloff Quadratic
FalloffQuadratic.tooltip=Quadratic falloff for vector in chosen coordinate system
TorusRadius=Torus Radius
TorusRadius.tooltip=Radius of torus in case toroidal coordinate system is used

[RB_ForceFieldExcludeVolume]
ForceFieldChannel=Force Field Channel
ForceFieldChannel.tooltip=Used to identify which force fields this excluder applies to, ie if the channel ID matches then the excluder\nexcludes this force field

[NxForceField]
ExcludeChannel=Exclude Channel
ExcludeChannel.tooltip=Channel id, used to identify which force field exclude volumes apply to this force field
bForceActive=Force Active
bForceActive.tooltip=Indicates whether the force is active at the moment.
CollideWithChannels=Collide With Channels
CollideWithChannels.tooltip=Which types of object to apply this force field to
RBChannel=RBChannel
RBChannel.tooltip=enum indicating what collision filtering channel this force field should be in

[NxCylindricalForceField]
RadialStrength=Radial Strength
RadialStrength.tooltip=Strength of the force applied by this actor.
RotationalStrength=Rotational Strength
RotationalStrength.tooltip=Rotational strength of the force applied around the cylinder axis.
LiftStrength=Lift Strength
LiftStrength.tooltip=Strength of the force applied along the cylinder axis
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force at the bottom of the cylinder.
ForceTopRadius=Force Top Radius
ForceTopRadius.tooltip=Radius of the force field at the top
LiftFalloffHeight=Lift Falloff Height
LiftFalloffHeight.tooltip=Lift falloff height, 0-1, lift starts to fall off in a linear way above this height
EscapeVelocity=Escape Velocity
EscapeVelocity.tooltip=Velocity above which the radial force is ignored.
ForceHeight=Force Height
ForceHeight.tooltip=Height of force cylinder
HeightOffset=Height Offset
HeightOffset.tooltip=Offset from the actor base to the center of the force field
UseSpecialRadialForce=Use Special Radial Force
UseSpecialRadialForce.tooltip=Whether to use a special radial force

[NxCylindricalForceFieldCapsule]
RenderComponent=Render Component
RenderComponent.tooltip=Used to preview the radius of the force.

[NxForceFieldGeneric]
Shape=Shape
RoughExtentX=Rough Extent X
RoughExtentX.tooltip=the Shape's internal 3 directional radii, for level designers to know the rough size of the force field
RoughExtentY=Rough Extent Y
RoughExtentZ=Rough Extent Z
Coordinates=Coordinates
Coordinates.tooltip=Type of Coordinates to define the force field
Constant=Constant
Constant.tooltip=Constant force vector that is applied inside force volume
PositionMultiplierX=Position Multiplier X
PositionMultiplierX.tooltip=Rows of matrix that defines force depending on position
PositionMultiplierY=Position Multiplier Y
PositionMultiplierZ=Position Multiplier Z
PositionTarget=Position Target
PositionTarget.tooltip=Vector that defines force depending on position
VelocityMultiplierX=Velocity Multiplier X
VelocityMultiplierX.tooltip=Rows of matrix that defines force depending on velocity
VelocityMultiplierY=Velocity Multiplier Y
VelocityMultiplierZ=Velocity Multiplier Z
VelocityTarget=Velocity Target
VelocityTarget.tooltip=Vector that defines force depending on velocity
Noise=Noise
Noise.tooltip=Vector that scales random noise added to the force
FalloffLinear=Falloff Linear
FalloffLinear.tooltip=Linear falloff for vector in chosen coordinate system
FalloffQuadratic=Falloff Quadratic
FalloffQuadratic.tooltip=Quadratic falloff for vector in chosen coordinate system
TorusRadius=Torus Radius
TorusRadius.tooltip=Radius of torus in case toroidal coordinate system is used

[NxForceFieldRadial]
Shape=Shape
ForceStrength=Force Strength
ForceStrength.tooltip=Strength of the force applied by this actor. Positive forces are applied outwards.
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force.
SelfRotationStrength=Self Rotation Strength
ForceFalloff=Force Falloff
ForceFalloff.tooltip=Way in which the force falls off as objects are further away from the location.

[NxForceFieldTornado]
Shape=Shape
RadialStrength=Radial Strength
RadialStrength.tooltip=Strength of the force applied by this actor.
RotationalStrength=Rotational Strength
RotationalStrength.tooltip=Rotational strength of the force applied around the cylinder axis.
LiftStrength=Lift Strength
LiftStrength.tooltip=Strength of the force applied along the cylinder axis
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force at the bottom of the cylinder.
ForceTopRadius=Force Top Radius
ForceTopRadius.tooltip=Radius of the force field at the top
LiftFalloffHeight=Lift Falloff Height
LiftFalloffHeight.tooltip=Lift falloff height, 0-1, lift starts to fall off in a linear way above this height
EscapeVelocity=Escape Velocity
EscapeVelocity.tooltip=Velocity above which the radial force is ignored.
ForceHeight=Force Height
ForceHeight.tooltip=Height of force cylinder
HeightOffset=Height Offset
HeightOffset.tooltip=Offset from the actor base to the center of the force field
BSpecialRadialForceMode=BSpecial Radial Force Mode
SelfRotationStrength=Self Rotation Strength

[NxGenericForceField]
Coordinates=Coordinates
Coordinates.tooltip=Type of Coordinates to define the force field
Constant=Constant
Constant.tooltip=Constant force vector that is applied inside force volume
PositionMultiplierX=Position Multiplier X
PositionMultiplierX.tooltip=Rows of matrix that defines force depending on position
PositionMultiplierY=Position Multiplier Y
PositionMultiplierZ=Position Multiplier Z
PositionTarget=Position Target
PositionTarget.tooltip=Vector that defines force depending on position
VelocityMultiplierX=Velocity Multiplier X
VelocityMultiplierX.tooltip=Rows of matrix that defines force depending on velocity
VelocityMultiplierY=Velocity Multiplier Y
VelocityMultiplierZ=Velocity Multiplier Z
VelocityTarget=Velocity Target
VelocityTarget.tooltip=Vector that defines force depending on velocity
Noise=Noise
Noise.tooltip=Vector that scales random noise added to the force
FalloffLinear=Falloff Linear
FalloffLinear.tooltip=Linear falloff for vector in chosen coordinate system
FalloffQuadratic=Falloff Quadratic
FalloffQuadratic.tooltip=Quadratic falloff for vector in chosen coordinate system
TorusRadius=Torus Radius
TorusRadius.tooltip=Radius of torus in case toroidal coordinate system is used

[NxGenericForceFieldBox]
BoxExtent=Box Extent
BoxExtent.tooltip=Radius of influence of the force.

[NxGenericForceFieldCapsule]
CapsuleHeight=Capsule Height
CapsuleHeight.tooltip=Radius of influence of the force.
CapsuleRadius=Capsule Radius

[NxRadialForceField]
ForceStrength=Force Strength
ForceStrength.tooltip=Strength of the force applied by this actor. Positive forces are applied outwards.
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force.
ForceFalloff=Force Falloff
ForceFalloff.tooltip=Way in which the force falls off as objects are further away from the location.

[NxRadialCustomForceField]
SelfRotationStrength=Self Rotation Strength

[NxTornadoAngularForceField]
RadialStrength=Radial Strength
RadialStrength.tooltip=Strength of the force applied by this actor.
RotationalStrength=Rotational Strength
RotationalStrength.tooltip=Rotational strength of the force applied around the cylinder axis.
LiftStrength=Lift Strength
LiftStrength.tooltip=Strength of the force applied along the cylinder axis
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force at the bottom of the cylinder.
ForceTopRadius=Force Top Radius
ForceTopRadius.tooltip=Radius of the force field at the top
LiftFalloffHeight=Lift Falloff Height
LiftFalloffHeight.tooltip=Lift falloff height, 0-1, lift starts to fall off in a linear way above this height
EscapeVelocity=Escape Velocity
EscapeVelocity.tooltip=Velocity above which the radial force is ignored.
ForceHeight=Force Height
ForceHeight.tooltip=Height of force cylinder
HeightOffset=Height Offset
HeightOffset.tooltip=Offset from the actor base to the center of the force field
BSpecialRadialForceMode=BSpecial Radial Force Mode
SelfRotationStrength=Self Rotation Strength

[NxTornadoAngularForceFieldCapsule]
RenderComponent=Render Component
RenderComponent.tooltip=Used to preview the radius of the force.

[NxTornadoForceField]
RadialStrength=Radial Strength
RadialStrength.tooltip=Strength of the force applied by this actor.
RotationalStrength=Rotational Strength
RotationalStrength.tooltip=Rotational strength of the force applied around the cylinder axis.
LiftStrength=Lift Strength
LiftStrength.tooltip=Strength of the force applied along the cylinder axis
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force at the bottom of the cylinder.
ForceTopRadius=Force Top Radius
ForceTopRadius.tooltip=Radius of the force field at the top
LiftFalloffHeight=Lift Falloff Height
LiftFalloffHeight.tooltip=Lift falloff height, 0-1, lift starts to fall off in a linear way above this height
EscapeVelocity=Escape Velocity
EscapeVelocity.tooltip=Velocity above which the radial force is ignored.
ForceHeight=Force Height
ForceHeight.tooltip=Height of force cylinder
HeightOffset=Height Offset
HeightOffset.tooltip=Offset from the actor base to the center of the force field
BSpecialRadialForceMode=BSpecial Radial Force Mode

[NxTornadoForceFieldCapsule]
RenderComponent=Render Component
RenderComponent.tooltip=Used to preview the radius of the force.

[NxForceFieldSpawnable]
ForceFieldComponent=Force Field Component

[RB_CylindricalForceActor]
RenderComponent=Render Component
RenderComponent.tooltip=Used to preview the radius of the force.
RadialStrength=Radial Strength
RadialStrength.tooltip=Strength of the force applied by this actor.
RotationalStrength=Rotational Strength
RotationalStrength.tooltip=Rotational strength of the force applied around the cylinder axis.
LiftStrength=Lift Strength
LiftStrength.tooltip=Strength of the force applied along the cylinder axis
LiftFalloffHeight=Lift Falloff Height
LiftFalloffHeight.tooltip=Lift falloff height, 0-1, lift starts to fall off in a linear way above this height
EscapeVelocity=Escape Velocity
EscapeVelocity.tooltip=Velocity above which the radial force is ignored.
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force at the bottom of the cylinder.
ForceTopRadius=Force Top Radius
ForceTopRadius.tooltip=Radius of the force field at the top
ForceHeight=Force Height
ForceHeight.tooltip=Height of force cylinder
HeightOffset=Height Offset
HeightOffset.tooltip=Offset from the actor base to the center of the force field
bForceActive=Force Active
bForceActive.tooltip=Indicates whether the force is active at the moment.
bForceApplyToCloth=Force Apply To Cloth
bForceApplyToCloth.tooltip=Apply force field to cloth
bForceApplyToFluid=Force Apply To Fluid
bForceApplyToFluid.tooltip=Apply force field to fluid
bForceApplyToRigidBodies=Force Apply To Rigid Bodies
bForceApplyToRigidBodies.tooltip=Apply force field to rigid bodies
bForceApplyToProjectiles=Force Apply To Projectiles
bForceApplyToProjectiles.tooltip=Apply force field to projectiles like rockets
CollideWithChannels=Collide With Channels
CollideWithChannels.tooltip=Which types of object to apply this force field to

[RB_RadialForceActor]
ForceStrength=Force Strength
ForceStrength.tooltip=Strength of the force applied by this actor. Positive forces are applied outwards.
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force.
SwirlStrength=Swirl Strength
SwirlStrength.tooltip=How strongly objects orbit around Z axis of actor.
SpinTorque=Spin Torque
SpinTorque.tooltip=How strongly to spin objects around their local Z.
ForceFalloff=Force Falloff
ForceFalloff.tooltip=Way in which the force falls off as objects are further away from the location.
RadialForceMode=Radial Force Mode
RadialForceMode.tooltip=Indicates which type of force mode is used.
bForceActive=Force Active
bForceActive.tooltip=Indicates whether the force is active at the moment.
bForceApplyToCloth=Force Apply To Cloth
bForceApplyToCloth.tooltip=Apply force field to cloth
bForceApplyToFluid=Force Apply To Fluid
bForceApplyToFluid.tooltip=Apply force field to fluid
bForceApplyToRigidBodies=Force Apply To Rigid Bodies
bForceApplyToRigidBodies.tooltip=Apply force field to rigid bodies
bForceApplyToProjectiles=Force Apply To Projectiles
bForceApplyToProjectiles.tooltip=Apply force field to projectiles like rockets
CollideWithChannels=Collide With Channels
CollideWithChannels.tooltip=Which types of object to apply this force field to

[NxForceFieldComponent]
Shape=Shape
ExcludeChannel=Exclude Channel
ExcludeChannel.tooltip=Channel id, used to identify which force field exclude volumes apply to this force field
bForceActive=Force Active
bForceActive.tooltip=Indicates whether the force is active at the moment.
bDestroyWhenInactive=Destroy When Inactive
bDestroyWhenInactive.tooltip=Destroy the forcefield from the actor when it become inactive
CollideWithChannels=Collide With Channels
CollideWithChannels.tooltip=Which types of object to apply this force field to
Duration=Duration
Duration.tooltip=Time in seconds until force field expiration for FMT_CONSTANT type force mode.  0 = Infinite

[NxForceFieldCylindricalComponent]
RadialStrength=Radial Strength
RadialStrength.tooltip=Strength of the force applied by this actor.
RotationalStrength=Rotational Strength
RotationalStrength.tooltip=Rotational strength of the force applied around the cylinder axis.
LiftStrength=Lift Strength
LiftStrength.tooltip=Strength of the force applied along the cylinder axis
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force at the bottom of the cylinder.
ForceTopRadius=Force Top Radius
ForceTopRadius.tooltip=Radius of the force field at the top
LiftFalloffHeight=Lift Falloff Height
LiftFalloffHeight.tooltip=Lift falloff height, 0-1, lift starts to fall off in a linear way above this height
EscapeVelocity=Escape Velocity
EscapeVelocity.tooltip=Velocity above which the radial force is ignored.
ForceHeight=Force Height
ForceHeight.tooltip=Height of force cylinder
HeightOffset=Height Offset
HeightOffset.tooltip=Offset from the actor base to the center of the force field
UseSpecialRadialForce=Use Special Radial Force
UseSpecialRadialForce.tooltip=Whether to use a special radial force

[NxForceFieldGenericComponent]
RoughExtentX=Rough Extent X
RoughExtentX.tooltip=the Shape's internal 3 directional radii, for level designers to know the rough size of the force field
RoughExtentY=Rough Extent Y
RoughExtentZ=Rough Extent Z
Coordinates=Coordinates
Coordinates.tooltip=Type of Coordinates to define the force field
Constant=Constant
Constant.tooltip=Constant force vector that is applied inside force volume
PositionMultiplierX=Position Multiplier X
PositionMultiplierX.tooltip=Rows of matrix that defines force depending on position
PositionMultiplierY=Position Multiplier Y
PositionMultiplierZ=Position Multiplier Z
PositionTarget=Position Target
PositionTarget.tooltip=Vector that defines force depending on position
VelocityMultiplierX=Velocity Multiplier X
VelocityMultiplierX.tooltip=Rows of matrix that defines force depending on velocity
VelocityMultiplierY=Velocity Multiplier Y
VelocityMultiplierZ=Velocity Multiplier Z
VelocityTarget=Velocity Target
VelocityTarget.tooltip=Vector that defines force depending on velocity
Noise=Noise
Noise.tooltip=Vector that scales random noise added to the force
FalloffLinear=Falloff Linear
FalloffLinear.tooltip=Linear falloff for vector in chosen coordinate system
FalloffQuadratic=Falloff Quadratic
FalloffQuadratic.tooltip=Quadratic falloff for vector in chosen coordinate system
TorusRadius=Torus Radius
TorusRadius.tooltip=Radius of torus in case toroidal coordinate system is used

[NxForceFieldRadialComponent]
ForceStrength=Force Strength
ForceStrength.tooltip=Strength of the force applied by this actor. Positive forces are applied outwards.
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force.
SelfRotationStrength=Self Rotation Strength
ForceFalloff=Force Falloff
ForceFalloff.tooltip=Way in which the force falls off as objects are further away from the location.

[NxForceFieldTornadoComponent]
RadialStrength=Radial Strength
RadialStrength.tooltip=Strength of the force applied by this actor.
RotationalStrength=Rotational Strength
RotationalStrength.tooltip=Rotational strength of the force applied around the cylinder axis.
LiftStrength=Lift Strength
LiftStrength.tooltip=Strength of the force applied along the cylinder axis
ForceRadius=Force Radius
ForceRadius.tooltip=Radius of influence of the force at the bottom of the cylinder.
ForceTopRadius=Force Top Radius
ForceTopRadius.tooltip=Radius of the force field at the top
LiftFalloffHeight=Lift Falloff Height
LiftFalloffHeight.tooltip=Lift falloff height, 0-1, lift starts to fall off in a linear way above this height
EscapeVelocity=Escape Velocity
EscapeVelocity.tooltip=Velocity above which the radial force is ignored.
ForceHeight=Force Height
ForceHeight.tooltip=Height of force cylinder
HeightOffset=Height Offset
HeightOffset.tooltip=Offset from the actor base to the center of the force field
BSpecialRadialForceMode=BSpecial Radial Force Mode
SelfRotationStrength=Self Rotation Strength

[DMC_Prototype]
NewVars=New Vars
NewVars.tooltip=Array of new variables to be added to generated class

[SequenceObject]
ObjComment=Obj Comment
ObjComment.tooltip=User editable text comment
bOutputObjCommentToScreen=Output Obj Comment To Screen
bOutputObjCommentToScreen.tooltip=Should this object display ObjComment when activated?
bSuppressAutoComment=Suppress Auto Comment
bSuppressAutoComment.tooltip=Should we suppress the 'auto' comment text - values of properties flagged with the 'autocomment' metadata string.

[SequenceFrame]
SizeX=Size X
SizeX.tooltip=Horizontal size of comment box in pixels.
SizeY=Size Y
SizeY.tooltip=Vertical size of comment box in pixels.
BorderWidth=Border Width
BorderWidth.tooltip=Width of border of comment box in pixels.
bDrawBox=Draw Box
bDrawBox.tooltip=Should we draw a box for this comment object, or leave it just as text.
bFilled=Filled
bFilled.tooltip=If we are drawing a box, should it be filled, or just an outline.
bTileFill=Tile Fill
bTileFill.tooltip=If bDrawBox and bFilled are true, and FillMaterial or FillTexture are true, should be tile it across the box or stretch to fit.
BorderColor=Border Color
BorderColor.tooltip=If we are drawing a box for this comment object, what colour should the border be.
FillColor=Fill Color
FillColor.tooltip=If bDrawBox and bFilled are true, what colour should the background be.
FillTexture=Fill Texture
FillTexture.tooltip=If bDrawBox and bFilled, you can optionally specify a texture to fill the box with.\n       If both FillTexture and FillMaterial are specified, the FillMaterial will be used.
FillMaterial=Fill Material
FillMaterial.tooltip=If bDrawBox and bFilled, you can optionally specify a material to fill the box with.\n       If both FillTexture and FillMaterial are specified, the FillMaterial will be used.

[Sequence]
bEnabled=Enabled
bEnabled.tooltip=Is this sequence currently enabled?

[SequenceAction]
Targets=Targets
Targets.tooltip=List of objects to call the handler function on

[SeqAct_ActivateRemoteEvent]
Instigator=Instigator
Instigator.tooltip=Instigator to use in the event
EventName=Event Name
EventName.tooltip=Name of the event to activate

[SeqAct_ApplySoundNode]
PlaySound=Play Sound
ApplyNode=Apply Node

[SeqAct_AttachToEvent]
bPreferController=Prefer Controller
bPreferController.tooltip=prefer to attach events to Controllers instead of Pawns (for events you want to persist beyond the target dying and respawning)

[SeqAct_CameraFade]
FadeColor=Fade Color
FadeColor.tooltip=Color to use as the fade
FadeOpacity=Fade Opacity
FadeOpacity.tooltip=The opacity that the camera will fade to
FadeTime=Fade Time
FadeTime.tooltip=How long to fade to FadeOpacity from the camera's current fade opacity
bPersistFade=Persist Fade
bPersistFade.tooltip=Should the fade persist?

[SeqAct_CameraLookAt]
bAffectCamera=Affect Camera
bAffectCamera.tooltip=Should this affect the camera?
bAlwaysFocus=Always Focus
bAlwaysFocus.tooltip=If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking
bTurnInPlace=Turn In Place
bTurnInPlace.tooltip=If TRUE, camera will rotate in place.  If FALSE, camera can move as necessary.
bIgnoreTrace=Ignore Trace
bIgnoreTrace.tooltip=If TRUE, ignore world trace to find a good spot
bAffectHead=Affect Head
bAffectHead.tooltip=Should this turn the character's head?
bRotatePlayerWithCamera=Rotate Player With Camera
bRotatePlayerWithCamera.tooltip=Should this turn affect the player's rotation?
bToggleGodMode=Toggle God Mode
bToggleGodMode.tooltip=Set this player in god mode?  Only works if bAffectCamera == TRUE
bLeaveCameraRotation=Leave Camera Rotation
bLeaveCameraRotation.tooltip=Leave the camera focused on the actor?
bDisableInput=Disable Input
bDisableInput.tooltip=Don't allow input
bCheckLineOfSight=Check Line Of Sight
bCheckLineOfSight.tooltip=TRUE to validate visibility of lookat target before doing any camera changes
InterpSpeedRange=Interp Speed Range
InterpSpeedRange.tooltip=Speed range of interpolation to focus camera
InFocusFOV=In Focus FOV
InFocusFOV.tooltip=How tight the focus should be
FocusBoneName=Focus Bone Name
FocusBoneName.tooltip=Name of bone to focus on if available
TextDisplay=Text Display
TextDisplay.tooltip=Text to display while camera is focused
TotalTime=Total Time
TotalTime.tooltip=The total amount of time the camera lookat will happen
CameraFOV=Camera FOV
CameraFOV.tooltip=If >= 0, override camera fov to be this.

[SeqAct_CameraShake]
Shake=Shake
Shake.tooltip=Parameters that define the shake.
ShakeScale=Shake Scale
ShakeScale.tooltip=For easy overall scaling without tweaking the individual parameters. For oscillating shakes, scales amplitude only.
bDoControllerVibration=Do Controller Vibration
bDoControllerVibration.tooltip=Whether or not to do do controller vibration.  Code shakes only for now.
bRadialShake=Radial Shake
bRadialShake.tooltip=A radial shake shakes the camera for all nearby players. If FALSE, shake only the cameras of specified players.
bOrientTowardRadialEpicenter=Orient Toward Radial Epicenter
bOrientTowardRadialEpicenter.tooltip=If true, camera shake is rotated to be relative to the shake epicenter before application (e.g. a shake that moves -X will always move away from the shake's origin).  Only valid for Radial shakes.  Overrides PlaySpace.
RadialShake_InnerRadius=Radial Shake_ Inner Radius
RadialShake_InnerRadius.tooltip=Radius inside which the shake is full magnitude.  For radial shakes only.
RadialShake_OuterRadius=Radial Shake_ Outer Radius
RadialShake_OuterRadius.tooltip=Radius at which the shake reaches 0 magnitude.  For radial shakes only.
RadialShake_Falloff=Radial Shake_ Falloff
RadialShake_Falloff.tooltip=Falloff exponent, defines falloff between inner and outer radii.  For CST_Radial shakes only.
PlaySpace=Play Space
PlaySpace.tooltip=Defined how to orient the shaking offsets before applying to the camera.  CameraLocal is normal.  Is UserDefined, rotation of the LocationActor is used.  Ignored for Radial Shakes

[SeqAct_ChangeCollision]
bCollideActors=Collide Actors
bBlockActors=Block Actors
bIgnoreEncroachers=Ignore Encroachers
CollisionType=Collision Type

[SeqAct_ConvertToString]
bIncludeVarComment=Include Var Comment
VarSeparator=Var Separator
NumberOfInputs=Number Of Inputs

[SeqAct_DrawText]
DisplayTimeSeconds=Display Time Seconds
bDisplayOnObject=Display On Object
DrawTextInfo=Draw Text Info

[SeqAct_FinishSequence]
OutputLabel=Output Label
OutputLabel.tooltip=Text label to use on the sequence output link

[SeqAct_Gate]
bOpen=Open
bOpen.tooltip=Is this gate currently open?
AutoCloseCount=Auto Close Count
AutoCloseCount.tooltip=Auto close after this many activations

[SeqAct_GetDistance]
Distance=Distance

[SeqAct_GetLocationAndRotation]
Location=Location
Location.tooltip=The location of the actor
RotationVector=Rotation Vector
RotationVector.tooltip=A normalized vector in the direction of the actor's rotation
Rotation=Rotation
Rotation.tooltip=A vector that holds floating point versions of the FRotator rotation
SocketOrBoneName=Socket Or Bone Name
SocketOrBoneName.tooltip=OPTIONAL: Name of a socket or bone to get the world-space location and rotation of (if this actor contains a skeletal mesh)\n If left empty or there is no skeletal mesh, this action will still get the actor location and rotation

[SeqAct_GetProperty]
PropertyName=Property Name
PropertyName.tooltip=Name of property to search for

[SeqAct_GetVelocity]
VelocityMag=Velocity Mag
VelocityVect=Velocity Vect

[SeqAct_HeadTrackingControl]
TrackControllerName=Track Controller Name
TrackControllerName.tooltip=SkelControlLookAt name in the AnimTree of the SkeletalMesh
LookAtActorRadius=Look At Actor Radius
LookAtActorRadius.tooltip=Will pick up actor within this radius
bDisableBeyondLimit=Disable Beyond Limit
bDisableBeyondLimit.tooltip=Interp back to zero strength if limit surpassed
bLookAtPawns=Look At Pawns
bLookAtPawns.tooltip=Quick check box for allowing it to look Pawn - due to Pawn not being listed in the Actor class
MaxLookAtTime=Max Look At Time
MaxLookAtTime.tooltip=How long can one person to look at one
MinLookAtTime=Min Look At Time
MinLookAtTime.tooltip=At least this time to look at one
MaxInterestTime=Max Interest Time
MaxInterestTime.tooltip=Once entered the radius, how long do I really care to look  ? This affects rating. It will give benefit to the person who just entered
ActorClassesToLookAt=Actor Classes To Look At
ActorClassesToLookAt.tooltip=Actor classes to look at as 0 index being the highest priority if you have anything specific
TargetBoneNames=Target Bone Names
TargetBoneNames.tooltip=Target Bone Names, where to look at - priority from top to bottom, if not found, it will continue search
LookAtTargets=Look At Targets
LookAtTargets.tooltip=List of objects to call the handler function on

[SeqAct_IsInObjectList]
bCheckForAllObjects=Check For All Objects
bCheckForAllObjects.tooltip=Determines whether or not we check for ALL or ANY objects referenced via Object(s)ToTest

[SeqAct_ActorFactory]
bEnabled=Enabled
bEnabled.tooltip=Is this factory enabled?
bCheckSpawnCollision=Check Spawn Collision
bCheckSpawnCollision.tooltip=Prevent spawning at locations with bBlockActors
Factory=Factory
Factory.tooltip=Type of actor factory to use when creating the actor
PointSelection=Point Selection
PointSelection.tooltip=Method of spawn point selection
SpawnPoints=Spawn Points
SpawnPoints.tooltip=Set of points where Objects will be spawned
SpawnLocations=Spawn Locations
SpawnLocations.tooltip=The position where Objects will be spawned, if SpawnPoints is empty
SpawnOrientations=Spawn Orientations
SpawnOrientations.tooltip=The orientation of spawned Objects, if SpawnPoints is empty
SpawnCount=Spawn Count
SpawnCount.tooltip=Number of actors to create
SpawnDelay=Spawn Delay
SpawnDelay.tooltip=Delay applied after creating an actor before creating the next one

[SeqAct_ProjectileFactory]
PSTemplate=PSTemplate
PSTemplate.tooltip=The particle system to spawn as the muzzle flash.
SocketName=Socket Name
SocketName.tooltip=The name of the socket to spawn the muzzle flash at.\n       If set, takes precedence over the bone name.
BoneName=Bone Name
BoneName.tooltip=The name of the bone to spawn the muzzle flash at.\n       If SocketName is set, it takes precedence over this.

[SeqAct_AIMoveToActor]
bInterruptable=Interruptable
bInterruptable.tooltip=Should this move be interruptable?
bPickClosest=Pick Closest
bPickClosest.tooltip=Should the AI pick the closest destination?
Destination=Destination
Destination.tooltip=List of destinations to pick from
MovementSpeedModifier=Movement Speed Modifier
MovementSpeedModifier.tooltip=Controls the max speed of the AI while moving
LookAt=Look At

[SeqAct_Delay]
bStartWillRestart=Start Will Restart
bStartWillRestart.tooltip=When set triggering start again with restart the time without triggering the finished output, otherwise default behavior of not changing the initial delay time
Duration=Duration
Duration.tooltip=Default duration to use if no variables are linked

[SeqAct_DelaySwitch]
LinkCount=Link Count

[SeqAct_Interp]
PlayRate=Play Rate
PlayRate.tooltip=Time multiplier for playback.
ForceStartPosition=Force Start Position
ForceStartPosition.tooltip=Time position to always start at if bForceStartPos is set to TRUE.
bLooping=Looping
bLooping.tooltip=If sequence should pop back to beginning when finished.\n       Note, if true, will never get Completed/Reversed events - sequence must be explicitly Stopped.
bRewindOnPlay=Rewind On Play
bRewindOnPlay.tooltip=If true, sequence will rewind itself back to the start each time the Play input is activated.
bNoResetOnRewind=No Reset On Rewind
bNoResetOnRewind.tooltip=If true, when rewinding this interpolation, reset the 'initial positions' of any RelateToInitial movements to the current location.\n       This allows the next loop of movement to proceed from the current locations.
bRewindIfAlreadyPlaying=Rewind If Already Playing
bRewindIfAlreadyPlaying.tooltip=Only used if bRewindOnPlay if true. Defines what should happen if the Play input is activated while currently playing.\n       If true, hitting Play while currently playing will pop the position back to the start and begin playback over again.\n       If false, hitting Play while currently playing will do nothing.
bInterpForPathBuilding=Interp For Path Building
bInterpForPathBuilding.tooltip=Whether this action should be initialised and moved to the 'path building time' when building paths.
bForceStartPos=Force Start Pos
bForceStartPos.tooltip=Lets you force the sequence to always start at ForceStartPosition
bDisableRadioFilter=Disable Radio Filter
bDisableRadioFilter.tooltip=If true, disables the realtime radio effect
bClientSideOnly=Client Side Only
bClientSideOnly.tooltip=Indicates that this interpolation does not affect gameplay. This means that:\n -it is not replicated via MatineeActor\n -it is not ticked if no affected Actors are visible\n -on dedicated servers, it is completely ignored
bSkipUpdateIfNotVisible=Skip Update If Not Visible
bSkipUpdateIfNotVisible.tooltip=if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible
bIsSkippable=Is Skippable
bIsSkippable.tooltip=Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way.
LinkedCover=Linked Cover
LinkedCover.tooltip=Cover linked to this matinee that should be updated once path building time has been played
PreferredSplitScreenNum=Preferred Split Screen Num
PreferredSplitScreenNum.tooltip=Preferred local viewport number (when split screen is active) the director track should associate with, or zero for 'all'.

[SeqAct_LevelStreamingBase]
bMakeVisibleAfterLoad=Make Visible After Load
bMakeVisibleAfterLoad.tooltip=Whether to make the level immediately visible after it finishes loading
bShouldBlockOnLoad=Should Block On Load
bShouldBlockOnLoad.tooltip=Whether we want to force a blocking load

[SeqAct_LevelStreaming]
LevelName=Level Name
LevelName.tooltip=LevelStreaming object name

[SeqAct_MultiLevelStreaming]
Levels=Levels
Levels.tooltip=Array of levels to load/ unload
bUnloadAllOtherLevels=Unload All Other Levels
bUnloadAllOtherLevels.tooltip=Should any levels not contained in Levels be unloaded?

[SeqAct_LevelVisibility]
Level=Level
Level.tooltip=LevelStreaming object that is going to be associated/ dissociated on request
LevelName=Level Name
LevelName.tooltip=LevelStreaming object name

[SeqAct_PlaySound]
PlaySound=Play Sound
PlaySound.tooltip=Sound cue to play on the targeted actor(s)
ExtraDelay=Extra Delay
ExtraDelay.tooltip=Additional dead space to append to SoundDuration
FadeInTime=Fade In Time
FadeInTime.tooltip=Time taken for sound to fade in when action is activated.
FadeOutTime=Fade Out Time
FadeOutTime.tooltip=Time take for sound to fade out when Stop input is fired.
VolumeMultiplier=Volume Multiplier
VolumeMultiplier.tooltip=Volume multiplier propagated to audio component
PitchMultiplier=Pitch Multiplier
PitchMultiplier.tooltip=Pitch multiplier propagated to audio component
bSuppressSubtitles=Suppress Subtitles
bSuppressSubtitles.tooltip=TRUE to suppress display of any subtitles the soundcue may have.  FALSE for normal subtitle behavior.

[SeqAct_PrepareMapChange]
MainLevelName=Main Level Name
MainLevelName.tooltip=The main level that should be transitioned to.
InitiallyLoadedSecondaryLevelNames=Initially Loaded Secondary Level Names
InitiallyLoadedSecondaryLevelNames.tooltip=Additional secondary levels that should be pre-loaded before the switcheroo.
bIsHighPriority=Is High Priority
bIsHighPriority.tooltip=If this is TRUE, then a much larger time slice will be given to the loading code (useful for loading during a movie, etc)

[SeqAct_SetDOFParams]
FalloffExponent=Falloff Exponent
FalloffExponent.tooltip=exponent to apply to blur amount after it has been normalized to [0,1]
BlurKernelSize=Blur Kernel Size
BlurKernelSize.tooltip=affects the radius of the DepthOfField bohek / how blurry the scene gets
MaxNearBlurAmount=Max Near Blur Amount
MaxNearBlurAmount.tooltip=[0,1] value for clamping how much blur to apply to items in front of the focus plane
MinBlurAmount=Min Blur Amount
MinBlurAmount.tooltip=[0,1] value for clamping how much blur to apply
MaxFarBlurAmount=Max Far Blur Amount
MaxFarBlurAmount.tooltip=[0,1] value for clamping how much blur to apply to items behind the focus plane
FocusInnerRadius=Focus Inner Radius
FocusInnerRadius.tooltip=inner focus radius
FocusDistance=Focus Distance
FocusDistance.tooltip=used when FOCUS_Distance is enabled
FocusPosition=Focus Position
FocusPosition.tooltip=used when FOCUS_Position is enabled
InterpolateSeconds=Interpolate Seconds
InterpolateSeconds.tooltip=Time to interpolate values over

[SeqAct_SetMotionBlurParams]
MotionBlurAmount=Motion Blur Amount
MotionBlurAmount.tooltip=This is a scalar on the blur
InterpolateSeconds=Interpolate Seconds
InterpolateSeconds.tooltip=Time to interpolate values over

[SeqAct_StreamInTextures]
Seconds=Seconds
Seconds.tooltip=Number of seconds to force the streaming system to stream in all of the target's textures or enforce bForceMiplevelsToBeResident
LocationActors=Location Actors
LocationActors.tooltip=Textures surrounding the LocationActors will begin to stream in
ForceMaterials=Force Materials
ForceMaterials.tooltip=Array of Materials to set bForceMiplevelsToBeResident on their textures for the duration of this action.
CinematicTextureGroups=Cinematic Texture Groups
CinematicTextureGroups.tooltip=Texture groups that will use extra (higher resolution) mip-levels.

[SeqAct_WaitForLevelsVisible]
LevelNames=Level Names
LevelNames.tooltip=Names of levels to wait for visibility.
bShouldBlockOnLoad=Should Block On Load
bShouldBlockOnLoad.tooltip=If TRUE engine will request blocking load if level is in process of being loaded.

[SeqAct_Log]
bOutputToScreen=Output To Screen
bOutputToScreen.tooltip=Should this message be drawn on the screen as well as placed in the log?
bIncludeObjComment=Include Obj Comment
bIncludeObjComment.tooltip=Should ObjComment be included in the log?
TargetDuration=Target Duration
TargetDuration.tooltip=Time to leave text floating above Target actor
TargetOffset=Target Offset
TargetOffset.tooltip=Offset to apply to the Target actor location when positioning debug text

[SeqAct_ModifyCover]
Slots=Slots
Slots.tooltip=List of slots to modify
ManualCoverType=Manual Cover Type
ManualCoverType.tooltip=New cover type to set for "Manual Adjust"
bManualAdjustPlayersOnly=Manual Adjust Players Only
bManualAdjustPlayersOnly.tooltip=New bPlayersOnly setting

[SeqAct_ModifyHealth]
DamageType=Damage Type
DamageType.tooltip=Type of damage to apply
Momentum=Momentum
Momentum.tooltip=Amount of momentum to apply
Amount=Amount
Amount.tooltip=Change in health
Radius=Radius
Radius.tooltip=Distance to Instigator within which to damage actors
bHeal=Heal
bHeal.tooltip=If true, Amount will be healed
bRadial=Radial
bRadial.tooltip=If true, health change will be radial
bFalloff=Falloff
bFalloff.tooltip=Whether amount should decay linearly based on distance from the target.

[SeqAct_ParticleEventGenerator]
bEnabled=Enabled
bEnabled.tooltip=Is this event generator enabled?
bUseEmitterLocation=Use Emitter Location
bUseEmitterLocation.tooltip=If TRUE, use the Emitter target position as the Location.

[SeqAct_PlayCameraAnim]
CameraAnim=Camera Anim
CameraAnim.tooltip=Reference to CameraAnim to play.
bLoop=Loop
bLoop.tooltip=True to loop the animation, false otherwise.
bRandomStartTime=Random Start Time
bRandomStartTime.tooltip=True to start the animation at a random time (good for things like looping shakes)
BlendInTime=Blend In Time
BlendInTime.tooltip=Time to interpolate in from zero, for smooth starts.
BlendOutTime=Blend Out Time
BlendOutTime.tooltip=Time to interpolate out to zero, for smooth finishes.
Rate=Rate
Rate.tooltip=Rate to play.  1.0 is normal.
IntensityScale=Intensity Scale
IntensityScale.tooltip=Scalar for intensity.  1.0 is normal.
PlaySpace=Play Space
PlaySpace.tooltip=Space in which to play the camera anim
UserDefinedSpaceActor=User Defined Space Actor
UserDefinedSpaceActor.tooltip=Actor to use to specify the space for CAPS_UserDefined

[SeqAct_PlayFaceFXAnim]
FaceFXAnimSetRef=Face FXAnim Set Ref
FaceFXAnimSetRef.tooltip=Reference to FaceFX AnimSet package the animation is in
FaceFXGroupName=Face FXGroup Name
FaceFXGroupName.tooltip=Name of group within the FaceFXAsset to find the animation in. Case sensitive.
FaceFXAnimName=Face FXAnim Name
FaceFXAnimName.tooltip=Name of FaceFX animation within the specified group to play. Case sensitive.
SoundCueToPlay=Sound Cue To Play
SoundCueToPlay.tooltip=The SoundCue to play with this FaceFX.

[SeqAct_PlayMusicTrack]
MusicTrack=Music Track

[SeqAct_Possess]
bKillOldPawn=Kill Old Pawn
bKillOldPawn.tooltip=true if should kill old pawn
bTryToLeaveVehicle=Try To Leave Vehicle
bTryToLeaveVehicle.tooltip=Try to leave vehicle if manning one

[SeqAct_RangeSwitch]
Ranges=Ranges

[SeqAct_SetApexClothingParam]
bEnableApexClothingSimulation=Enable Apex Clothing Simulation

[SeqAct_SetCameraTarget]
TransitionParams=Transition Params
TransitionParams.tooltip=Parameters that define how the camera will transition to the new target.

[SeqAct_SetMaterial]
NewMaterial=New Material
NewMaterial.tooltip=Material to apply to target when action is activated.
MaterialIndex=Material Index
MaterialIndex.tooltip=Index in the Materials array to replace with NewMaterial when this action is activated.

[SeqAct_SetMatInstScalarParam]
MatInst=Mat Inst
ParamName=Param Name
ScalarValue=Scalar Value

[SeqAct_SetMesh]
NewSkeletalMesh=New Skeletal Mesh
NewSkeletalMesh.tooltip=New SkeletalMesh to use for the target actor
NewStaticMesh=New Static Mesh
NewStaticMesh.tooltip=New StaticMesh to use for the target actor
MeshType=Mesh Type
MeshType.tooltip=Type of mesh to set
bIsAllowedToMove=Is Allowed To Move
bIsAllowedToMove.tooltip=if True then the mesh will be treated as if it is movable
bAllowDecalsToReattach=Allow Decals To Reattach
bAllowDecalsToReattach.tooltip=if True then any decals attached to the previous mesh will be reattached to the new mesh

[SeqAct_SetPhysics]
newPhysics=new Physics
newPhysics.tooltip=Physics mode to change the Actor to.

[SeqAct_AccessObjectList]
OutputObject=Output Object
ObjectIndex=Object Index

[SeqAct_AddFloat]
ValueA=Value A
ValueB=Value B

[SeqAct_AddInt]
ValueA=Value A
ValueB=Value B

[SeqAct_CastToInt]
bTruncate=Truncate
bTruncate.tooltip=If TRUE, the float value will be truncated into the integer rather than rounded into it.

[SeqAct_DivideFloat]
ValueA=Value A
ValueB=Value B

[SeqAct_DivideInt]
ValueA=Value A
ValueB=Value B

[SeqAct_ModifyObjectList]
ListEntriesCount=List Entries Count

[SeqAct_MultiplyFloat]
ValueA=Value A
ValueB=Value B

[SeqAct_MultiplyInt]
ValueA=Value A
ValueB=Value B

[SeqAct_SetBool]
DefaultValue=Default Value

[SeqAct_SetFloat]
Value=Value
Value.tooltip=Value to apply

[SeqAct_SetInt]
Value=Value
Value.tooltip=Value to apply

[SeqAct_SetLocation]
bSetLocation=Set Location
bSetLocation.tooltip=Default value to use if no variables are linked
bSetRotation=Set Rotation
LocationValue=Location Value
RotationValue=Rotation Value
RotationValue.tooltip=Default value to use if no variables are linked

[SeqAct_SetObject]
DefaultValue=Default Value
DefaultValue.tooltip=Default value to use if no variables are linked

[SeqAct_SetString]
Value=Value
Value.tooltip=Value to apply

[SeqAct_SubtractFloat]
ValueA=Value A
ValueB=Value B

[SeqAct_SubtractInt]
ValueA=Value A
ValueB=Value B

[SeqAct_Switch]
LinkCount=Link Count
LinkCount.tooltip=Total number of links to expose
IncrementAmount=Increment Amount
IncrementAmount.tooltip=Number to increment attached variables upon activation
bLooping=Looping
bLooping.tooltip=Loop index back to beginning to cycle
bAutoDisableLinks=Auto Disable Links
bAutoDisableLinks.tooltip=Automatically disable an output once its activated?
Indices=Indices
Indices.tooltip=List of links to activate

[SeqAct_Timer]
Time=Time
Time.tooltip=Amount of time this timer has been active

[SeqAct_Trace]
bTraceActors=Trace Actors
bTraceActors.tooltip=Should actors be traced against?
bTraceWorld=Trace World
bTraceWorld.tooltip=Should the world be traced against?
TraceExtent=Trace Extent
TraceExtent.tooltip=What extent should be used for the trace?
StartOffset=Start Offset
EndOffset=End Offset
HitObject=Hit Object
Distance=Distance
HitLocation=Hit Location

[SeqCond_CompareFloat]
ValueA=Value A
ValueB=Value B

[SeqCond_CompareInt]
ValueA=Value A
ValueB=Value B

[SeqCond_Increment]
IncrementAmount=Increment Amount
ValueA=Value A
ValueB=Value B

[SeqCond_IncrementFloat]
IncrementAmount=Increment Amount
ValueA=Value A
ValueA.tooltip=Default value to use if no variables are linked to A
ValueB=Value B
ValueB.tooltip=Default value to use if no variables are linked to B

[SeqCond_IsLoggedIn]
NumNeededLoggedIn=Num Needed Logged In
NumNeededLoggedIn.tooltip=The number of users that need to be logged in for it to activate as true

[SeqCond_SwitchClass]
ClassArray=Class Array

[SeqCond_SwitchObject]
SupportedValues=Supported Values
SupportedValues.tooltip=Stores the list of values which are handled by this switch object.

[SequenceEvent]
MaxTriggerCount=Max Trigger Count
MaxTriggerCount.tooltip=How many times can this event be activated, 0 for infinite
ReTriggerDelay=Re Trigger Delay
ReTriggerDelay.tooltip=Delay between allowed activations
bEnabled=Enabled
bEnabled.tooltip=Is this event currently enabled?
bPlayerOnly=Player Only
bPlayerOnly.tooltip=Require this event to be activated by a player?
bClientSideOnly=Client Side Only
bClientSideOnly.tooltip=if true, this event (and therefore all linked actions) is triggered on the client instead of the server\n use for events that don't affect gameplay\n @note: direct references to level placed actors used by client side events/actions require that the actors have\n bStatic or bNoDelete set; otherwise the reference will be NULL on the client
Priority=Priority
Priority.tooltip=Used by event managers (such as DialogueManager) to help filter out events that occur at same time

[SeqEvent_AISeeEnemy]
MaxSightDistance=Max Sight Distance
MaxSightDistance.tooltip=Max distance before allowing activation

[SeqEvent_AnimNotify]
NotifyName=Notify Name

[SeqEvent_Console]
ConsoleEventName=Console Event Name
ConsoleEventName.tooltip=Name to match when entered from the console
EventDesc=Event Desc
EventDesc.tooltip=Description to display when listing summary of all console events

[SeqEvent_Mover]
StayOpenTime=Stay Open Time
StayOpenTime.tooltip=how long the mover should stay open before automatically closing (reverse playback)\n values <= 0.0 turn off this auto behavior and allow manual control (via the "Completed" and "Reversed" output links for the attached matinee action)

[SeqEvent_ParticleEvent]
UseRelfectedImpactVector=Use Relfected Impact Vector
UseRelfectedImpactVector.tooltip=If TRUE, use the impact direction reflected about the hit normal as the normal.

[SeqEvent_ProjectileLanded]
MaxDistance=Max Distance

[SeqEvent_RemoteEvent]
EventName=Event Name
EventName.tooltip=Name of this event for remote activation

[SeqEvent_RigidBodyCollision]
MinCollisionVelocity=Min Collision Velocity
MinCollisionVelocity.tooltip=Minimum impact speed (along contact normal) for this event to fire.

[SeqEvent_SequenceActivated]
InputLabel=Input Label
InputLabel.tooltip=Text label to use on the sequence input link

[SeqEvent_TakeDamage]
MinDamageAmount=Min Damage Amount
MinDamageAmount.tooltip=Damage must exceed this value to be counted
DamageThreshold=Damage Threshold
DamageThreshold.tooltip=Total amount of damage to take before activating the event
DamageTypes=Damage Types
DamageTypes.tooltip=Types of damage that are counted
IgnoreDamageTypes=Ignore Damage Types
IgnoreDamageTypes.tooltip=Types of damage that are ignored
bResetDamageOnToggle=Reset Damage On Toggle
bResetDamageOnToggle.tooltip=Should the damage counter be reset if this event is toggled?

[SeqEvent_Touch]
ClassProximityTypes=Class Proximity Types
ClassProximityTypes.tooltip=List of class types that are considered valid for this event
IgnoredClassProximityTypes=Ignored Class Proximity Types
IgnoredClassProximityTypes.tooltip=List of class types that are considered valid for this event
bForceOverlapping=Force Overlapping
bForceOverlapping.tooltip=Force the player to be overlapping at the time of activation?
bUseInstigator=Use Instigator
bUseInstigator.tooltip=Use Instigator, not actual Actor.\n For projectiles, it returns the instigator.
bAllowDeadPawns=Allow Dead Pawns
bAllowDeadPawns.tooltip=whether dead (Health < 0) pawns can be considered touching

[SeqEvent_Used]
bAimToInteract=Aim To Interact
bAimToInteract.tooltip=if true, requires player to aim at trigger to be able to interact with it. False, simple radius check will be performed
InteractDistance=Interact Distance
InteractDistance.tooltip=Max distance from instigator to allow interactions.
InteractText=Interact Text
InteractText.tooltip=Text to display when looking at this event
InteractIcon=Interact Icon
InteractIcon.tooltip=Icon to display when looking at this event
ClassProximityTypes=Class Proximity Types
ClassProximityTypes.tooltip=List of class types that are considered valid for this event
IgnoredClassProximityTypes=Ignored Class Proximity Types
IgnoredClassProximityTypes.tooltip=List of class types that are considered valid for this event

[SequenceVariable]
VarName=Var Name
VarName.tooltip=This is used by SeqVar_Named to find a variable anywhere in the levels sequence.

[InterpData]
bShouldBakeAndPrune=Should Bake And Prune
bShouldBakeAndPrune.tooltip=If TRUE, then the matinee should be baked and pruned at cook time.
BakeAndPruneStatus=Bake And Prune Status
BakeAndPruneStatus.tooltip=AnimSets referenced by this matinee, and whether to allow bake and prune on them during cooking.

[SeqVar_Bool]
bValue=b Value

[SeqVar_External]
ExpectedType=Expected Type
VariableLabel=Variable Label
VariableLabel.tooltip=Name of the variable link to create on the parent sequence

[SeqVar_Float]
FloatValue=Float Value

[SeqVar_RandomFloat]
Min=Min
Min.tooltip=Min value for randomness
Max=Max
Max.tooltip=Max value for randomness

[SeqVar_Int]
IntValue=Int Value

[SeqVar_RandomInt]
Min=Min
Min.tooltip=Min value for randomness
Max=Max
Max.tooltip=Max value for randomness

[SeqVar_Named]
ExpectedType=Expected Type
ExpectedType.tooltip=Class that this variable will act as. Set automatically when connected to a SequenceOp variable connector.
FindVarName=Find Var Name
FindVarName.tooltip=Will search entire level's sequences (ie all subsequences) to find a variable whose VarName matches FindVarName.

[SeqVar_Object]
ObjValue=Obj Value

[SeqVar_Group]
GroupName=Group Name

[SeqVar_ObjectList]
ObjList=Obj List
ObjList.tooltip=this is our list of objects which this kismet variable holds

[SeqVar_ObjectVolume]
ExcludeClassList=Exclude Class List
ExcludeClassList.tooltip=List of object types to exclude
bCollidingOnly=Colliding Only
bCollidingOnly.tooltip=Should this volume account for non-colliding as well?

[SeqVar_Player]
bAllPlayers=All Players
bAllPlayers.tooltip=Return all player references?
PlayerIdx=Player Idx
PlayerIdx.tooltip=Individual player selection for multiplayer scripting

[SeqVar_String]
StrValue=Str Value

[SeqVar_Vector]
VectValue=Vect Value

[AmbientSound]
bAutoPlay=Auto Play
bAutoPlay.tooltip=Should the audio component automatically play on load?
AudioComponent=Audio Component
AudioComponent.tooltip=Audio component to play

[AmbientSoundSimple]
AmbientProperties=Ambient Properties
AmbientProperties.tooltip=Mirrored property for easier editability, set in Spawned.

[AmbientSoundSimpleToggleable]
bFadeOnToggle=Fade On Toggle
FadeInDuration=Fade In Duration
FadeInVolumeLevel=Fade In Volume Level
FadeOutDuration=Fade Out Duration
FadeOutVolumeLevel=Fade Out Volume Level

[SoundNodeAmbient]
bAttenuate=Attenuate
bAttenuate.tooltip=Enable attenuation via volume
bSpatialize=Spatialize
bSpatialize.tooltip=Enable the source to be positioned in 3D
bAttenuateWithLPF=Attenuate With LPF
bAttenuateWithLPF.tooltip=Enable attenuation via low pass filter
dBAttenuationAtMax=d BAttenuation At Max
dBAttenuationAtMax.tooltip=The volume at maximum distance in deciBels
DistanceModel=Distance Model
DistanceModel.tooltip=The type of volume versus distance algorithm to use
RadiusMin=Radius Min
RadiusMin.tooltip=The range at which the sound starts attenuating
RadiusMax=Radius Max
RadiusMax.tooltip=The range at which the sound has attenuated completely
LPFRadiusMin=LPFRadius Min
LPFRadiusMin.tooltip=The range at which to start applying a low passfilter
LPFRadiusMax=LPFRadius Max
LPFRadiusMax.tooltip=The range at which to apply the maximum amount of low pass filter
PitchMin=Pitch Min
PitchMin.tooltip=The lower bound of pitch (1.0 is no change)
PitchMax=Pitch Max
PitchMax.tooltip=The upper bound of pitch (1.0 is no change)
VolumeMin=Volume Min
VolumeMin.tooltip=The lower bound of volume (1.0 is no change)
VolumeMax=Volume Max
VolumeMax.tooltip=The upper bound of volume (1.0 is no change)
SoundSlots=Sound Slots
SoundSlots.tooltip=Sounds to play

[SoundNodeAmbientNonLoop]
DelayMin=Delay Min
DelayMin.tooltip=The lower bound of the delay in seconds
DelayMax=Delay Max
DelayMax.tooltip=The upper bound of the delay in seconds

[SoundNodeAttenuation]
bAttenuate=Attenuate
bAttenuate.tooltip=Enable attenuation via volume
bSpatialize=Spatialize
bSpatialize.tooltip=Enable the source to be positioned in 3D
bAttenuateWithLPF=Attenuate With LPF
bAttenuateWithLPF.tooltip=Enable attenuation via low pass filter
dBAttenuationAtMax=d BAttenuation At Max
dBAttenuationAtMax.tooltip=The volume at maximum distance in deciBels
DistanceAlgorithm=Distance Algorithm
DistanceAlgorithm.tooltip=The type of volume versus distance algorithm to use
DistanceType=Distance Type
DistanceType.tooltip=Special attenuation modes
RadiusMin=Radius Min
RadiusMin.tooltip=The range at which the sound starts attenuating
RadiusMax=Radius Max
RadiusMax.tooltip=The range at which the sound has attenuated completely
LPFRadiusMin=LPFRadius Min
LPFRadiusMin.tooltip=The range at which to start applying a low passfilter
LPFRadiusMax=LPFRadius Max
LPFRadiusMax.tooltip=The range at which to apply the maximum amount of low pass filter

[SoundNodeConcatenator]
InputVolume=Input Volume
InputVolume.tooltip=A volume for each input.  Automatically sized.

[SoundNodeDelay]
DelayMin=Delay Min
DelayMin.tooltip=The lower bound of delay time in seconds
DelayMax=Delay Max
DelayMax.tooltip=The upper bound of delay time in seconds

[SoundNodeDistanceCrossFade]
CrossFadeInput=Cross Fade Input
CrossFadeInput.tooltip=Each input needs to have the correct data filled in so the SoundNodeDistanceCrossFade is able\n to determine which sounds to play

[SoundNodeLooping]
bLoopIndefinitely=Loop Indefinitely
LoopCountMin=Loop Count Min
LoopCountMin.tooltip=The lower bound of number of times to loop
LoopCountMax=Loop Count Max
LoopCountMax.tooltip=The upper bound of number of times to loop

[SoundNodeMixer]
InputVolume=Input Volume
InputVolume.tooltip=A volume for each input.  Automatically sized.

[SoundNodeModulator]
PitchMin=Pitch Min
PitchMin.tooltip=The lower bound of pitch (1.0 is no change)
PitchMax=Pitch Max
PitchMax.tooltip=The upper bound of pitch (1.0 is no change)
VolumeMin=Volume Min
VolumeMin.tooltip=The lower bound of volume (1.0 is no change)
VolumeMax=Volume Max
VolumeMax.tooltip=The upper bound of volume (1.0 is no change)

[SoundNodeModulatorContinuous]
PitchModulation=Pitch Modulation
PitchModulation.tooltip=* NOTE:  If you have a looping sound the PlaybackTime will keep increasing.  And PlaybackTime\n * is what is used to get values from the Distributions.   So the Modulation will work the first\n * time through but subsequent times will not work for distributions with have a "size" to them.\n *\n * In short using a SoundNodeModulatorContinuous for looping sounds is not advised.
VolumeModulation=Volume Modulation

[SoundNodeOscillator]
bModulateVolume=Modulate Volume
bModulateVolume.tooltip=Whether to oscillate volume
bModulatePitch=Modulate Pitch
bModulatePitch.tooltip=Whether to oscillate pitch
AmplitudeMin=Amplitude Min
AmplitudeMin.tooltip=An amplitude of 0.25 would oscillate between 0.75 and 1.25
AmplitudeMax=Amplitude Max
AmplitudeMax.tooltip=An amplitude of 0.25 would oscillate between 0.75 and 1.25
FrequencyMin=Frequency Min
FrequencyMin.tooltip=A frequency of 20 would oscillate at 10Hz
FrequencyMax=Frequency Max
FrequencyMax.tooltip=A frequency of 20 would oscillate at 10Hz
OffsetMin=Offset Min
OffsetMin.tooltip=Offset into the sine wave. Value modded by 2 * PI
OffsetMax=Offset Max
OffsetMax.tooltip=Offset into the sine wave. Value modded by 2 * PI
CenterMin=Center Min
CenterMin.tooltip=A center of 0.5 would oscillate around 0.5
CenterMax=Center Max
CenterMax.tooltip=A center of 0.5 would oscillate around 0.5

[SoundNodeRandom]
Weights=Weights
bRandomizeWithoutReplacement=Randomize Without Replacement
bRandomizeWithoutReplacement.tooltip=Determines whether or not this SoundNodeRandom should randomize with or without\n replacement.  \n \n WithoutReplacement means that only nodes left will be valid for \n selection.  So with that, you are guarenteed to have only one occurrence of the\n sound played until all of the other sounds in the set have all been played.\n \n WithReplacement means that a node will be chosen and then placed back into the set.\n So one could play the same sound over and over if the probabilities don't go your way :-)

[SoundNodeWave]
CompressionQuality=Compression Quality
CompressionQuality.tooltip=1 smallest size, 100 is best quality.
bForceRealTimeDecompression=Force Real Time Decompression
bForceRealTimeDecompression.tooltip=Forces on the fly sound decompression, even for short duration sounds.
bLoopingSound=Looping Sound
bLoopingSound.tooltip=Informs the compression routimes to process this sound to allow it to loop.
bUseTTS=Use TTS
bUseTTS.tooltip=Use Text To Speech to verbalise SpokenText.
bMature=Mature
bMature.tooltip=For marking any adult language.
bManualWordWrap=Manual Word Wrap
bManualWordWrap.tooltip=Disable automatic generation of line breaks.
TTSSpeaker=TTSSpeaker
TTSSpeaker.tooltip=The voice to use for Text To Speech.
SpokenText=Spoken Text
SpokenText.tooltip=The phonetic version of the dialog.
Volume=Volume
Volume.tooltip=Default is 0.75.
Pitch=Pitch
Pitch.tooltip=Minimum is 0.4, maximum is 2.0 - it is a simple linear multiplier to the SampleRate.
Duration=Duration
Duration.tooltip=Duration of sound in seconds.
NumChannels=Num Channels
NumChannels.tooltip=Number of channels of multichannel data; 1 or 2 for regular mono and stereo files
SampleRate=Sample Rate
SampleRate.tooltip=Cached sample rate for displaying in the tools
Subtitles=Subtitles
Subtitles.tooltip=Subtitle cues.  If empty, use SpokenText as the subtitle.  Will often be empty,\n as the contents of the subtitle is commonly identical to what is spoken.
Comment=Comment
Comment.tooltip=Contextual information for the sound to the translator.
SourceFilePath=Source File Path
SourceFilePath.tooltip=Path to the resource used to construct this sound node wave
SourceFileTimestamp=Source File Timestamp
SourceFileTimestamp.tooltip=Date/Time-stamp of the file from the last import

[SoundNodeWaveParam]
WaveParameterName=Wave Parameter Name
WaveParameterName.tooltip=The name of the wave parameter to use to look up the SoundNodeWave we should play

[Landscape]
LandscapeMaterial=Landscape Material
LandscapeMaterial.tooltip=Combined material used to render the landscape
MaxLODLevel=Max LODLevel
MaxLODLevel.tooltip=Max LOD level to use when rendering
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=The Lightmass settings for this object.
StaticLightingResolution=Static Lighting Resolution
StaticLightingResolution.tooltip=The resolution to cache lighting at, in texels/patch.\n       A separate shadow-map is used for each terrain component, which is up to\n       (MaxComponentSize StaticLightingResolution + 1) pixels on a side.\n       Must be a power of two, 1 <= StaticLightingResolution <= MaxTesselationLevel.
StreamingDistanceMultiplier=Streaming Distance Multiplier
StreamingDistanceMultiplier.tooltip=Allows artists to adjust the distance where textures using UV 0 are streamed in/out.\n 1.0 is the default, whereas a higher value increases the streamed-in resolution.

[Terrain]
Layers=Layers
Layers.tooltip=Array of the terrain layers applied to the terrain
NormalMapLayer=Normal Map Layer
NormalMapLayer.tooltip=The index of the layer that supplies the normal map for the whole terrain.\n       If this is -1, the terrain will compile the normal property the old way\n               (all normal maps blended together).\n       If this is a valid index into the layer array, it will compile the normal\n               property only for the material(s) contained in said layer.
DecoLayers=Deco Layers
DecoLayers.tooltip=Array of the decoration layers applied
MaxTesselationLevel=Max Tesselation Level
MaxTesselationLevel.tooltip=The maximum number of quads in a single row/column of a tessellated patch.\n  Must be a power of two, 1 <= MaxTesselationLevel <= 16
MinTessellationLevel=Min Tessellation Level
MinTessellationLevel.tooltip=The minimum number of quads in a tessellated patch.\n       Must be a power of two, 1 <= MaxTesselationLevel
TesselationDistanceScale=Tesselation Distance Scale
TesselationDistanceScale.tooltip=The scale factor to apply to the distance used in determining the tessellation\n       level to utilize when rendering a patch.\n               TessellationLevel = SomeFunction((Patch distance to camera) TesselationDistanceScale)
TessellationCheckDistance=Tessellation Check Distance
TessellationCheckDistance.tooltip=The radius from the view origin that terrain tessellation checks should be performed.\n       If less than 0, the general setting from the engine configuration will be used.\n       If 0.0, every component will be checked for tessellation changes each frame.
CollisionTesselationLevel=Collision Tesselation Level
CollisionTesselationLevel.tooltip=The tessellation level to utilize when performing collision checks with non-zero extents.
NumPatchesX=Num Patches X
NumPatchesX.tooltip=The number of patches in a single row of the terrain's patch grid.\n  PostEditChange clamps this to be >= 1.\n       Note that if you make this and/or NumPatchesY smaller, it will destroy the height-map/alpha-map\n       data which is no longer used by the patches.If you make the dimensions larger, it simply fills\n       in the new height-map/alpha-map data with zero.
NumPatchesY=Num Patches Y
NumPatchesY.tooltip=The number of patches in a single column of the terrain's patch grid.\n  PostEditChange clamps this to be >= 1.
MaxComponentSize=Max Component Size
MaxComponentSize.tooltip=For rendering and collision, split the terrain into components with a maximum size of\n               (MaxComponentSize,MaxComponentSize) patches.\n       The terrain is split up into rectangular groups of patches called terrain components for rendering.\n       MaxComponentSize is the maximum number of patches in a single row/column of a terrain component.\n       Generally, all components will be MaxComponentSize patches square, but on terrains with a patch\n       resolution which isn't a multiple of MaxComponentSize, there will be some components along the edges\n       which are smaller.\n \n       This is limited by the MaxTesselationLevel, to prevent the vertex buffer for a fully tessellated\n       component from being > 65536 vertices.\n       For a MaxTesselationLevel of 16, MaxComponentSize is limited to <= 15.\n       For a MaxTesselationLevel of 8, MaxComponentSize is limited to <= 31.\n \n       PostEditChange clamps this to be >= 1.
StaticLightingResolution=Static Lighting Resolution
StaticLightingResolution.tooltip=The resolution to cache lighting at, in texels/patch.\n       A separate shadow-map is used for each terrain component, which is up to\n       (MaxComponentSize StaticLightingResolution + 1) pixels on a side.\n       Must be a power of two, 1 <= StaticLightingResolution <= MaxTesselationLevel.
bIsOverridingLightResolution=Is Overriding Light Resolution
bIsOverridingLightResolution.tooltip=If true, the light/shadow map size is no longer restricted...\n       The size of the light map will be (per component):\n               INT LightMapSizeX = Component->SectionSizeX StaticLightingResolution + 1;\n               INT LightMapSizeY = Component->SectionSizeY StaticLightingResolution + 1;\n \n       So, the maximum size of a light/shadow map for a component will be:\n               MaxMapSizeX = MaxComponentSize StaticLightingResolution + 1\n               MaxMapSizeY = MaxComponentSize StaticLightingResolution + 1\n \n       Be careful with the setting of StaticLightingResolution when this mode is enabled.\n       It will be quite easy to run up a massive texture requirement on terrain!
bBilinearFilterLightmapGeneration=Bilinear Filter Lightmap Generation
bBilinearFilterLightmapGeneration.tooltip=If true, the lightmap generation will be performed using the bilinear filtering\n       that all other lightmap generation in the engine uses.
bCastShadow=Cast Shadow
bCastShadow.tooltip=Whether terrain should cast shadows.\n \n Property is propagated to terrain components
bForceDirectLightMap=Force Direct Light Map
bForceDirectLightMap.tooltip=If true, forces all static lights to use light-maps for direct lighting on the terrain, regardless of\n the light's UseDirectLightMap property.\n \n Property is propagated to terrain components .
bCastDynamicShadow=Cast Dynamic Shadow
bCastDynamicShadow.tooltip=If false, primitive does not cast dynamic shadows.\n \n Property is propagated to terrain components .
bEnableSpecular=Enable Specular
bEnableSpecular.tooltip=If TRUE, enable specular on this terrain.
bBlockRigidBody=Block Rigid Body
bBlockRigidBody.tooltip=If false, primitive does not block rigid body physics.\n \n Property is propagated to terrain components.
bAllowRigidBodyUnderneath=Allow Rigid Body Underneath
bAllowRigidBodyUnderneath.tooltip=If true, this allows rigid bodies to go underneath visible areas of the terrain. This adds some physics cost.
bAcceptsDynamicLights=Accepts Dynamic Lights
bAcceptsDynamicLights.tooltip=If false, primitive does not accept dynamic lights, aka lights with HasStaticShadowing() == FALSE\n \n Property is propagated to terrain components.
bMorphingEnabled=Morphing Enabled
bMorphingEnabled.tooltip=Whether to utilize morping terrain or not
bMorphingGradientsEnabled=Morphing Gradients Enabled
bMorphingGradientsEnabled.tooltip=Whether to utilize morping gradients or not (bMorphingEnabled must be true for this to matter)
bUseWorldOriginTextureUVs=Use World Origin Texture UVs
bUseWorldOriginTextureUVs.tooltip=Base UVs from world origin, to avoid layering seams in adjacent terrains
bShowWireframe=Show Wireframe
bShowWireframe.tooltip=Tells the terrain to render in wireframe.
TerrainPhysMaterialOverride=Terrain Phys Material Override
TerrainPhysMaterialOverride.tooltip=PhysicalMaterial to use for entire terrain
LightingChannels=Lighting Channels
LightingChannels.tooltip=Lighting channels controlling light/ primitive interaction. Only allows interaction if at least one channel is shared
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=Lightmass settings for the terrain
EditorTessellationLevel=Editor Tessellation Level
EditorTessellationLevel.tooltip=Editor-viewing tessellation level
WireframeColor=Wireframe Color
WireframeColor.tooltip=The color to use when rendering the wireframe of the terrain.

[TerrainLayerSetup]
Materials=Materials

[TerrainMaterial]
MappingType=Mapping Type
MappingType.tooltip=Determines the mapping place to use on the terrain.
MappingScale=Mapping Scale
MappingScale.tooltip=Uniform scale to apply to the mapping.
MappingRotation=Mapping Rotation
MappingRotation.tooltip=Rotation to apply to the mapping.
MappingPanU=Mapping Pan U
MappingPanU.tooltip=Offset to apply to the mapping along U.
MappingPanV=Mapping Pan V
MappingPanV.tooltip=Offset to apply to the mapping along V.
Material=Material
Material.tooltip=The Material to apply to the terrain.
DisplacementMap=Displacement Map
DisplacementMap.tooltip=Grayscale image to move vertices of the terrain along the surface normal.
DisplacementScale=Displacement Scale
DisplacementScale.tooltip=The amount to sacle the displacement texture by.

[PlayerInput]
MoveForwardSpeed=Move Forward Speed
MoveForwardSpeed.tooltip=move forward speed scaling
MoveStrafeSpeed=Move Strafe Speed
MoveStrafeSpeed.tooltip=strafe speed scaling
LookRightScale=Look Right Scale
LookRightScale.tooltip=Yaw turn speed scaling
LookUpScale=Look Up Scale
LookUpScale.tooltip=pitch turn speed scaling

[UISoundTheme]
SoundEventBindings=Sound Event Bindings
SoundEventBindings.tooltip=List of the event bindings for this sound theme.  Usually, these will be specified by a designer in an archetype in the editor, or in the defaultproperties

[UIDynamicFieldProvider]
PersistentDataFields=Persistent Data Fields
PersistentDataFields.tooltip=The list of data fields and values which were added to this data provider in the UI editor.  These fields are copied into\n the RuntimeDataFields array when the provider is initialized.
RuntimeDataFields=Runtime Data Fields
RuntimeDataFields.tooltip=The list of data fields currently supported by this data provider.  When fields are added and removed during the game,\n those operations always occur using this array.  Is never modified in the editor.

[UIDataProvider_MenuItem]
bSearchAllInis=Search All Inis
bSearchAllInis.tooltip=whether to search all .inis for valid resource provider instances instead of just the our specified config file\n this is used for lists that need to support additions via extra files, i.e. mods

[InteractiveFoliageActor]
FoliageDamageImpulseScale=Foliage Damage Impulse Scale
FoliageDamageImpulseScale.tooltip=Scales forces applied from damage events.
FoliageTouchImpulseScale=Foliage Touch Impulse Scale
FoliageTouchImpulseScale.tooltip=Scales forces applied from touch events.
FoliageStiffness=Foliage Stiffness
FoliageStiffness.tooltip=Determines how strong the force that pushes toward the spring's center will be.
FoliageStiffnessQuadratic=Foliage Stiffness Quadratic
FoliageStiffnessQuadratic.tooltip=Same as FoliageStiffness, but the strength of this force increases with the square of the distance to the spring's center.\n This force is used to prevent the spring from extending past a certain point due to touch and damage forces.
FoliageDamping=Foliage Damping
FoliageDamping.tooltip=Determines the amount of energy lost by the spring as it oscillates.\n This force is similar to air friction.
MaxDamageImpulse=Max Damage Impulse
MaxDamageImpulse.tooltip=Clamps the magnitude of each damage force applied.
MaxTouchImpulse=Max Touch Impulse
MaxTouchImpulse.tooltip=Clamps the magnitude of each touch force applied.
MaxForce=Max Force
MaxForce.tooltip=Clamps the magnitude of combined forces applied each update.

[FluidInfluenceActor]
InfluenceComponent=Influence Component

[FluidSurfaceActor]
FluidComponent=Fluid Component
ProjectileEntryEffect=Projectile Entry Effect
ProjectileEntryEffect.tooltip=Particle effect to play when projectile hits water

[FluidInfluenceComponent]
bActive=Active
bActive.tooltip=Whether the effect is active and applying forces to the fluid.
RaindropFillEntireFluid=Raindrop Fill Entire Fluid
RaindropFillEntireFluid.tooltip=Whether raindrops should fill the entire fluid (TRUE), or just in a circular area around the influenceactor (FALSE).
FluidActor=Fluid Actor
FluidActor.tooltip=If a specific FluidSurfaceActor is set, this influence won't automatically affect any other fluid and MaxDistance is ignored.
InfluenceType=Influence Type
InfluenceType.tooltip=Type of fluid influence (a flow of waves, raindrops, or a single wave).
MaxDistance=Max Distance
MaxDistance.tooltip=Maximum distance (from the fluid plane) from where this influence will affect a fluid.
WaveStrength=Wave Strength
WaveStrength.tooltip=Strength of the influencing force.
WaveFrequency=Wave Frequency
WaveFrequency.tooltip=Wave frequency (can be 0 for a standing wave).
WavePhase=Wave Phase
WavePhase.tooltip=Angular phase, in 0-360 degrees.
WaveRadius=Wave Radius
WaveRadius.tooltip=Radius of the wave, in world space units.
RaindropAreaRadius=Raindrop Area Radius
RaindropAreaRadius.tooltip=Radius of the area where raindrops fall.
RaindropRadius=Raindrop Radius
RaindropRadius.tooltip=Radius of each raindrop, in world space units.
RaindropStrength=Raindrop Strength
RaindropStrength.tooltip=Strength of each raindrop.
RaindropRate=Raindrop Rate
RaindropRate.tooltip=Number of raindrops per second.
FlowSpeed=Flow Speed
FlowSpeed.tooltip=How fast the flow moves thru the fluid, in world space units per second.
FlowNumRipples=Flow Num Ripples
FlowNumRipples.tooltip=Number of flow ripples generated on the fluid surface.
FlowSideMotionRadius=Flow Side Motion Radius
FlowSideMotionRadius.tooltip=How much each flow ripple should oscillate sideways while moving down that flow direction.
FlowWaveRadius=Flow Wave Radius
FlowWaveRadius.tooltip=Radius of each flow wave, in world space units.
FlowStrength=Flow Strength
FlowStrength.tooltip=Strength of each wave ripple.
FlowFrequency=Flow Frequency
FlowFrequency.tooltip=Frequency of up/down and sideways motion of each ripple.
SphereOuterRadius=Sphere Outer Radius
SphereOuterRadius.tooltip=Outer radius of the 3D sphere. While inside this radius, the force will increase as it moves closer to the fluid plane.
SphereInnerRadius=Sphere Inner Radius
SphereInnerRadius.tooltip=Inner radius of the 3D sphere. While inside this radius, the force will decrease as it moves closer to the fluid plane.
SphereStrength=Sphere Strength
SphereStrength.tooltip=Strength of the force applied by the sphere.

[FluidSurfaceComponent]
FluidMaterial=Fluid Material
FluidMaterial.tooltip=Surface material
LightMapResolution=Light Map Resolution
LightMapResolution.tooltip=Resolution of the fluid's texture lightmap.
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=The Lightmass settings for this object.
EnableSimulation=Enable Simulation
EnableSimulation.tooltip=Whether the vertex positions in the simulation grid should be animated or not
EnableDetail=Enable Detail
EnableDetail.tooltip=Whether the detail simulation grid should be used or not
bTiling=Tiling
bTiling.tooltip=Whether to make the detail simulation tiled.
bPause=Pause
bPause.tooltip=Whether to update the fluid or pause it
bShowSimulationNormals=Show Simulation Normals
bShowSimulationNormals.tooltip=Whether to render lines for normals
bShowSimulationPosition=Show Simulation Position
bShowSimulationPosition.tooltip=Whether to visualize the placement of the simulated grid
bShowDetailNormals=Show Detail Normals
bShowDetailNormals.tooltip=Whether to render an overlay of the detail normal for debugging
bShowDetailPosition=Show Detail Position
bShowDetailPosition.tooltip=Whether to visualize the placement of the detail texture
bShowFluidSimulation=Show Fluid Simulation
bShowFluidSimulation.tooltip=Whether to visualize the height of the main fluid grid
bShowFluidDetail=Show Fluid Detail
bShowFluidDetail.tooltip=Whether to show the detail normalmap on the fluid
bTestRipple=Test Ripple
bTestRipple.tooltip=Whether to enable a force for debugging
bTestRippleCenterOnDetail=Test Ripple Center On Detail
bTestRippleCenterOnDetail.tooltip=Whether the test ripple should center on the detail texture or the main grid.
SimulationQuadsX=Simulation Quads X
SimulationQuadsX.tooltip=Number of quads in the simulated grid (along the X-axis)
SimulationQuadsY=Simulation Quads Y
SimulationQuadsY.tooltip=Number of quads in the simulated grid (along the Y-axis)
GridSpacing=Grid Spacing
GridSpacing.tooltip=The size of a grid cell in the vertex simulation (in world space units)
GridSpacingLowRes=Grid Spacing Low Res
GridSpacingLowRes.tooltip=Fluids automatically draw a low-resolution grid when they are deactivated. A reasonable value is needed for vertex fogging to work when the fluid is translucent. A maximum of 65000 vertices are allowed before GridSpacingLowRes is clamped.
TargetSimulation=Target Simulation
TargetSimulation.tooltip=Target actor which the simulation grid will center around.  If none is provided, the simulation grid will center around the active camera.
GPUTessellationFactor=GPUTessellation Factor
GPUTessellationFactor.tooltip=How much the GPU should tessellate the fluid grid. (Only used on platforms that completely supports GPU tessellation.)
FluidDamping=Fluid Damping
FluidDamping.tooltip=How much to dampen the amplitude of waves in the fluid (0.0-30.0)
FluidTravelSpeed=Fluid Travel Speed
FluidTravelSpeed.tooltip=Wave travel speed factor for the simulation grid (0.0-1.0)
FluidHeightScale=Fluid Height Scale
FluidHeightScale.tooltip=Wave height scale - higher value produces higher waves
FluidUpdateRate=Fluid Update Rate
FluidUpdateRate.tooltip=Fluid update rate in number of updates per second
ForceImpact=Force Impact
ForceImpact.tooltip=How much ripple to make when fluid is hit by a weapon or touched by a object for the first time.
ForceContinuous=Force Continuous
ForceContinuous.tooltip=How much ripple to make when an Actor moves through the fluid.
LightingContrast=Lighting Contrast
LightingContrast.tooltip=Increasing this value adds more contrast to the lighting by exaggerating the curvature for the fluid normals.
TargetDetail=Target Detail
TargetDetail.tooltip=Target actor which the detail texture will center around.  If none is provided, the detail texture will center around the active camera.
DeactivationDistance=Deactivation Distance
DeactivationDistance.tooltip=Distance between the camera and the closest fluid edge where the fluid will deactivate and start rendering as a simple flat quad.
DetailResolution=Detail Resolution
DetailResolution.tooltip=Number of simulation cells along each axis in the detail texture
DetailSize=Detail Size
DetailSize.tooltip=World space size of one edge of the detail texture
DetailDamping=Detail Damping
DetailDamping.tooltip=How much to dampen the amplitude of waves in the detail texture (0.0-30.0)
DetailTravelSpeed=Detail Travel Speed
DetailTravelSpeed.tooltip=Wave travel speed factor for the detail texture (0.0-1.0)
DetailTransfer=Detail Transfer
DetailTransfer.tooltip=How much of an applied force should be transferred to the detail texture (0.0-1.0)
DetailHeightScale=Detail Height Scale
DetailHeightScale.tooltip=Wave height scale for the detail texture - higher value produces higher waves
DetailUpdateRate=Detail Update Rate
DetailUpdateRate.tooltip=Fluid update rate in number of updates per second
NormalLength=Normal Length
NormalLength.tooltip=The length of the visualized normals, when bShowSimulationNormals is turned on
TestRippleSpeed=Test Ripple Speed
TestRippleSpeed.tooltip=Angular speed of the test ripple
TestRippleFrequency=Test Ripple Frequency
TestRippleFrequency.tooltip=Number of seconds between each pling on the test ripple. 0 makes it continuous.
TestRippleRadius=Test Ripple Radius
TestRippleRadius.tooltip=Radius of the test ripple, in world space

[SpeedTreeActor]
SpeedTreeComponent=Speed Tree Component

[SpeedTreeComponent]
SpeedTree=Speed Tree
SpeedTree.tooltip=USpeedTree resource.
bUseLeafCards=Use Leaf Cards
bUseLeafCards.tooltip=Whether to draw leaf cards or not.
bUseLeafMeshes=Use Leaf Meshes
bUseLeafMeshes.tooltip=Whether to draw leaf meshes or not.
bUseBranches=Use Branches
bUseBranches.tooltip=Whether to draw branches or not.
bUseFronds=Use Fronds
bUseFronds.tooltip=Whether to draw fronds or not.
bUseBillboards=Use Billboards
bUseBillboards.tooltip=Whether billboards are drawn at the lowest LOD or not.
Lod3DStart=Lod 3DStart
Lod3DStart.tooltip=The distance for the most detailed tree.
Lod3DEnd=Lod 3DEnd
Lod3DEnd.tooltip=The distance for the lowest detail tree.
LodBillboardStart=Lod Billboard Start
LodBillboardStart.tooltip=The distance for the most detailed tree.
LodBillboardEnd=Lod Billboard End
LodBillboardEnd.tooltip=The distance for the lowest detail tree.
LodLevelOverride=Lod Level Override
LodLevelOverride.tooltip=the tree will use this LOD level (0.0 - 1.0). If -1.0, the tree will calculate its LOD normally.
Branch1Material=Branch 1Material
Branch1Material.tooltip=Branch material.
Branch2Material=Branch 2Material
Branch2Material.tooltip=Cap material.
FrondMaterial=Frond Material
FrondMaterial.tooltip=Frond material.
LeafCardMaterial=Leaf Card Material
LeafCardMaterial.tooltip=Leaf card material.
LeafMeshMaterial=Leaf Mesh Material
LeafMeshMaterial.tooltip=Leaf mesh material.
BillboardMaterial=Billboard Material
BillboardMaterial.tooltip=Billboard material.
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=The Lightmass settings for the entire speedtree.

[SpeedTreeActorFactory]
SpeedTree=Speed Tree

[SpeedTreeComponentFactory]
SpeedTreeComponent=Speed Tree Component

[SpeedTree]
LeafStaticShadowOpacity=Leaf Static Shadow Opacity
LeafStaticShadowOpacity.tooltip=The probability of a shadow ray being blocked by the leaf material.
Branch1Material=Branch 1Material
Branch1Material.tooltip=Branch 1 material.
Branch2Material=Branch 2Material
Branch2Material.tooltip=Branch 2 material.
FrondMaterial=Frond Material
FrondMaterial.tooltip=Frond material.
LeafCardMaterial=Leaf Card Material
LeafCardMaterial.tooltip=Leaf card material.
LeafMeshMaterial=Leaf Mesh Material
LeafMeshMaterial.tooltip=Leaf mesh material.
BillboardMaterial=Billboard Material
BillboardMaterial.tooltip=Billboard material.
WindStrength=Wind Strength
WindStrength.tooltip=Wind variables
WindDirection=Wind Direction

[LensFlareSource]
LensFlareComp=Lens Flare Comp

[LensFlareComponent]
Template=Template
bAutoActivate=Auto Activate
bAutoActivate.tooltip=If TRUE, automatically enable this flare when it is attached
SourceColor=Source Color
SourceColor.tooltip=The color of the source

[LensFlare]
SourceMesh=Source Mesh
SourceMesh.tooltip=The StaticMesh to use as the source (optional)
ReflectionsDPG=Reflections DPG
ReflectionsDPG.tooltip=The scene depth priority group to draw the reflection primitive(s) in.
OuterCone=Outer Cone
OuterCone.tooltip=Viewing cone angles.
InnerCone=Inner Cone
ConeFudgeFactor=Cone Fudge Factor
Radius=Radius
ScreenPercentageMap=Screen Percentage Map
ScreenPercentageMap.tooltip=The mapping of screen coverage percentage (the result returned by occlusion checks)\n       to the value passed into the materials for LensFlareOcclusion.
bUseFixedRelativeBoundingBox=Use Fixed Relative Bounding Box
bUseFixedRelativeBoundingBox.tooltip=If TRUE, use the given bounds.\n       If FALSE and a static mesh is set for the source, the static mesh bounds will be used.\n       If FALSE and no static mesh is set, it will use the default bounds (likely not a good thing).
bRenderDebugLines=Render Debug Lines
bRenderDebugLines.tooltip=Debugging helpers
FixedRelativeBoundingBox=Fixed Relative Bounding Box
FixedRelativeBoundingBox.tooltip=The fixed bounding box to use when bUseFixedRelativeBoundingBox is TRUE

[TextureFlipBook]
bLooping=Looping
bLooping.tooltip=Whether the movie should loop when it reaches the end.
bAutoPlay=Auto Play
bAutoPlay.tooltip=Whether the movie should automatically start playing when it is loaded.
HorizontalImages=Horizontal Images
HorizontalImages.tooltip=The horizontal and vertical sub-image count
VerticalImages=Vertical Images
FBMethod=FBMethod
FrameRate=Frame Rate
FrameRate.tooltip=The time to display a single frame

[TextureCube]
FacePosX=Face Pos X
FaceNegX=Face Neg X
FacePosY=Face Pos Y
FaceNegY=Face Neg Y
FacePosZ=Face Pos Z
FaceNegZ=Face Neg Z

[TextureMovie]
AddressX=Address X
AddressX.tooltip=The addressing mode to use for the X axis.
AddressY=Address Y
AddressY.tooltip=The addressing mode to use for the Y axis.
MovieStreamSource=Movie Stream Source
MovieStreamSource.tooltip=Select streaming movie from memory or from file for playback
Looping=Looping
Looping.tooltip=Whether the movie should loop when it reaches the end.
AutoPlay=Auto Play
AutoPlay.tooltip=Whether the movie should automatically start playing when it is loaded.

[TextureRenderTarget]
bNeedsTwoCopies=Needs Two Copies
bNeedsTwoCopies.tooltip=If true, there will be two copies in memory - one for the texture and one for the render target. If false, they will share memory if possible. This is useful for scene capture textures that are used in the scene.
bRenderOnce=Render Once
bRenderOnce.tooltip=If true, the render target will only be written to one time
TargetGamma=Target Gamma
TargetGamma.tooltip=Will override FTextureRenderTarget2DResource::GetDisplayGamma if > 0.

[TextureRenderTarget2D]
SizeX=Size X
SizeX.tooltip=The width of the texture.
SizeY=Size Y
SizeY.tooltip=The height of the texture.
AddressX=Address X
AddressX.tooltip=The addressing mode to use for the X axis.
AddressY=Address Y
AddressY.tooltip=The addressing mode to use for the Y axis.
bForceLinearGamma=Force Linear Gamma
bForceLinearGamma.tooltip=True to force linear gamma space for this render target

[TextureRenderTargetCube]
SizeX=Size X
SizeX.tooltip=The width of the texture.

[AudioDevice]
SoundClasses=Sound Classes
SoundClasses.tooltip=Map of available sound classes

[SoundClass]
Properties=Properties
Properties.tooltip=Configurable properties like volume and priority.
ChildClassNames=Child Class Names
ChildClassNames.tooltip=Array of names of child sound classes. Empty for leaf classes.

[SoundMode]
bApplyEQ=Apply EQ
bApplyEQ.tooltip=Whether to apply an EQ effect.
EQSettings=EQSettings
SoundClassEffects=Sound Class Effects
SoundClassEffects.tooltip=Array of changes to be applied to groups
InitialDelay=Initial Delay
InitialDelay.tooltip=Initial delay in seconds before the the mode is applied.
FadeInTime=Fade In Time
FadeInTime.tooltip=Time taken in seconds for the mode to fade in.
Duration=Duration
Duration.tooltip=Duration of mode, negative means it will be applied until another mode is set.
FadeOutTime=Fade Out Time
FadeOutTime.tooltip=Time taken in seconds for the mode to fade out.

[MatineePawn]
PreviewMesh=Preview Mesh
PreviewMesh.tooltip=Preview Mesh

[Scout]
bHightlightOneWayReachSpecs=Hightlight One Way Reach Specs
bHightlightOneWayReachSpecs.tooltip=when this is TRUE a dashed-red line will be drawn across the gap of a one-way edge to highlight those situations

[Light]
LightComponent=Light Component

[LightComponent]
Brightness=Brightness
LightColor=Light Color
Function=Function
bEnabled=Enabled
bEnabled.tooltip=Is this light enabled?
CastShadows=Cast Shadows
CastShadows.tooltip=True if the light can be blocked by shadow casting primitives.\n \n controls whether the light should cast shadows
CastStaticShadows=Cast Static Shadows
CastStaticShadows.tooltip=True if the light can be blocked by static shadow casting primitives.\n \n controls whether the light should cast shadows from objects that can receive static shadowing
CastDynamicShadows=Cast Dynamic Shadows
CastDynamicShadows.tooltip=True if the light can be blocked by dynamic shadow casting primitives.\n \n controls whether the light should cast shadows from objects that cannot receive static shadowing
bCastCompositeShadow=Cast Composite Shadow
bCastCompositeShadow.tooltip=True if the light should cast shadow from primitives which use a composite light environment.
bAffectCompositeShadowDirection=Affect Composite Shadow Direction
bAffectCompositeShadowDirection.tooltip=If bCastCompositeShadow=TRUE, whether the light should affect the composite shadow direction.
bNonModulatedSelfShadowing=Non Modulated Self Shadowing
bNonModulatedSelfShadowing.tooltip=If enabled and the light casts modulated shadows, this will cause self-shadowing of shadows rendered from this light to use normal shadow blending. \n This is useful to get better quality self shadowing while still having a shadow on the lightmapped environment.  \n When enabled it incurs most of the rendering overhead of both approaches combined.
bSelfShadowOnly=Self Shadow Only
bSelfShadowOnly.tooltip=Forces shadows from this light to only self shadow.
bForceDynamicLight=Force Dynamic Light
bForceDynamicLight.tooltip=True if this light should use dynamic shadows for all primitives.
UseDirectLightMap=Use Direct Light Map
UseDirectLightMap.tooltip=Set to True to store the direct flux of this light in a light-map.
bRenderLightShafts=Render Light Shafts
bRenderLightShafts.tooltip=Whether to render light shafts from this light.  Only non-static lights can render light shafts (toggleable, movable or dominant types).
bUseImageReflectionSpecular=Use Image Reflection Specular
bUseImageReflectionSpecular.tooltip=Whether to replace this light's analytical specular with image based specular on materials that support it.
LightingChannels=Lighting Channels
LightingChannels.tooltip=Lighting channels controlling light/ primitive interaction. Only allows interaction if at least one channel is shared
LightAffectsClassification=Light Affects Classification
LightAffectsClassification.tooltip=This is the classification of this light.  This is used for placing a light for an explicit\n purpose.  Basically you can now have "type" information with lights and understand the\n intent of why a light was placed.  This is very useful for content people getting maps\n from others and understanding why there is a dynamic affect light in the middle of the world\n with a radius of 32k!  And also useful for being able to do searches such as the following:\n show me all lights which effect dynamic objects.  Now show me the set of lights which are\n not explicitly set as Dynamic Affecting lights.
LightShadowMode=Light Shadow Mode
LightShadowMode.tooltip=Type of shadowing to apply for the light
ModShadowColor=Mod Shadow Color
ModShadowColor.tooltip=Shadow color for modulating entire scene
ShadowFilterQuality=Shadow Filter Quality
ShadowFilterQuality.tooltip=Quality of shadow buffer filtering to use on this light
MinShadowResolution=Min Shadow Resolution
MinShadowResolution.tooltip=Override for min dimensions (in texels) allowed for rendering shadow subject depths.\n This also controls shadow fading, once the shadow resolution reaches MinShadowResolution it will be faded out completely.\n A value of 0 defaults to MinShadowResolution in SystemSettings.
MaxShadowResolution=Max Shadow Resolution
MaxShadowResolution.tooltip=Override for max square dimensions (in texels) allowed for rendering shadow subject depths.\n A value of 0 defaults to MaxShadowResolution in SystemSettings.
ShadowFadeResolution=Shadow Fade Resolution
ShadowFadeResolution.tooltip=Resolution in texels below which shadows begin to be faded out. \n Once the shadow resolution reaches MinShadowResolution it will be faded out completely.\n A value of 0 defaults to ShadowFadeResolution in SystemSettings.
OcclusionDepthRange=Occlusion Depth Range
OcclusionDepthRange.tooltip=Everything closer to the camera than this distance will occlude light shafts for directional lights.
BloomScale=Bloom Scale
BloomScale.tooltip=Scales additive color near the light source.  A value of 0 will result in no additive term. \n If BloomScale is 0 and OcclusionMaskDarkness is 1, light shafts will effectively be disabled.
BloomThreshold=Bloom Threshold
BloomThreshold.tooltip=Scene color luminance must be larger than this to create bloom in light shafts.
BloomScreenBlendThreshold=Bloom Screen Blend Threshold
BloomScreenBlendThreshold.tooltip=Scene color luminance must be less than this to receive bloom from light shafts. \n This behaves like Photoshop's screen blend mode and prevents over-saturation from adding bloom to already bright areas.\n The default value of 1 means that a pixel with a luminance of 1 won't receive any bloom, but a pixel with a luminance of .5 will receive half bloom.
BloomTint=Bloom Tint
BloomTint.tooltip=Multiplies against scene color to create the bloom color.
RadialBlurPercent=Radial Blur Percent
RadialBlurPercent.tooltip=100 is maximum blur length, 0 is no blur.
OcclusionMaskDarkness=Occlusion Mask Darkness
OcclusionMaskDarkness.tooltip=Controls how dark the occlusion masking is, a value of .5 would mean that an occlusion of 0 only darkens underlying color by half. \n A value of 1 results in no darkening term.  If BloomScale is 0 and OcclusionMaskDarkness is 1, light shafts will effectively be disabled.
ReflectionSpecularBrightness=Reflection Specular Brightness
ReflectionSpecularBrightness.tooltip=Scales the contribution of the reflection specular highlight.

[DirectionalLightComponent]
TraceDistance=Trace Distance
TraceDistance.tooltip=Trace distance for static lighting. Objects further than TraceDistance away from an object won't be taken into \n account for static shadowing applied to said object. This is used to work around floating point consistency\n issues in the collision code with regard to very long traces. The old default was WORLD_MAX.
WholeSceneDynamicShadowRadius=Whole Scene Dynamic Shadow Radius
WholeSceneDynamicShadowRadius.tooltip=Radius of the whole scene dynamic shadow centered on the viewer, which replaces the precomputed shadows based on distance from the camera.  \n A Radius of 0 disables the dynamic shadow. This feature is currently only supported on dominant directional lights.
NumWholeSceneDynamicShadowCascades=Num Whole Scene Dynamic Shadow Cascades
NumWholeSceneDynamicShadowCascades.tooltip=Number of cascades to split the view frustum into for the whole scene dynamic shadow.  \n More cascades result in better shadow resolution and allow WholeSceneDynamicShadowRadius to be further, but add rendering cost.
CascadeDistributionExponent=Cascade Distribution Exponent
CascadeDistributionExponent.tooltip=Exponent that is applied to the cascade transition distances as a fraction of WholeSceneDynamicShadowRadius.\n An exponent of 1 means that cascade transitions will happen at a distance proportional to their resolution.\n A value greater than 1 brings transitions closer to the camera.
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=The Lightmass settings for this object.

[PointLightComponent]
Radius=Radius
FalloffExponent=Falloff Exponent
FalloffExponent.tooltip=Controls the radial falloff of the light
ShadowFalloffExponent=Shadow Falloff Exponent
ShadowFalloffExponent.tooltip=falloff for shadow when using LightShadow_Modulate
Translation=Translation
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=The Lightmass settings for this object.

[SpotLightComponent]
InnerConeAngle=Inner Cone Angle
OuterConeAngle=Outer Cone Angle
LightShaftConeAngle=Light Shaft Cone Angle
LightShaftConeAngle.tooltip=Angle from the spot direction that pixels must be in to affect light shafts from this light.
Rotation=Rotation

[SkyLightComponent]
LowerBrightness=Lower Brightness
LowerBrightness.tooltip=The brightness for the lower hemisphere of the sky light.
LowerColor=Lower Color
LowerColor.tooltip=The color of the lower hemisphere of the sky light.

[SphericalHarmonicLightComponent]
WorldSpaceIncidentLighting=World Space Incident Lighting
WorldSpaceIncidentLighting.tooltip=Colored SH coefficients for the light intensity, parameterized by the world-space incident angle.

[LightEnvironmentComponent]
bEnabled=Enabled
bEnabled.tooltip=Whether the light environment is used or treated the same as a LightEnvironment=NULL reference.

[DynamicLightEnvironmentComponent]
NumVolumeVisibilitySamples=Num Volume Visibility Samples
NumVolumeVisibilitySamples.tooltip=The number of visibility samples to use within the primitive's bounding volume.
LightingBoundsScale=Lighting Bounds Scale
LightingBoundsScale.tooltip=Scales the bounds used for light environment calculations.
bCastShadows=Cast Shadows
bCastShadows.tooltip=Whether the light environment should cast shadows
bUseBooleanEnvironmentShadowing=Use Boolean Environment Shadowing
bUseBooleanEnvironmentShadowing.tooltip=Whether to use cheap on/off shadowing from the environment or allow a dynamic preshadow.
bDynamic=Dynamic
bDynamic.tooltip=Whether the light environment should be dynamically updated.
bSynthesizeSHLight=Synthesize SHLight
bSynthesizeSHLight.tooltip=Whether a SH light should be used to synthesize all light not accounted for by the synthesized directional light.\n If not, a sky light is used instead.  Using an SH light gives higher quality secondary lighting, but at a steeper performance cost.

[LightFunction]
SourceMaterial=Source Material
Scale=Scale
DisabledBrightness=Disabled Brightness
DisabledBrightness.tooltip=Brightness factor applied to the light when the light function is specified but disabled, for example in scene captures that use SceneCapView_LitNoShadows. \n This should be set to the average brightness of the light function material's emissive input, which should be between 0 and 1.

[SkeletalMeshComponent]
SkeletalMesh=Skeletal Mesh
SkeletalMesh.tooltip=The skeletal mesh used by this component.
AnimTreeTemplate=Anim Tree Template
AnimTreeTemplate.tooltip=This should point to the AnimTree in a content package.\n       BeginPlay on this SkeletalMeshComponent will instance (copy) the tree and assign the instance to the Animations pointer.
Animations=Animations
Animations.tooltip=This is the unique instance of the AnimTree used by this SkeletalMeshComponent.\n       THIS SHOULD NEVER POINT TO AN ANIMTREE IN A CONTENT PACKAGE.
PhysicsAsset=Physics Asset
PhysicsAsset.tooltip=Physics and collision information used for this SkeletalMesh, set up in PhAT.\n       This is used for per-bone hit detection, accurate bounding box calculation and ragdoll physics for example.
PhysicsWeight=Physics Weight
PhysicsWeight.tooltip=Influence of rigid body physics on the mesh's pose (0.0 == use only animation, 1.0 == use only physics)
GlobalAnimRateScale=Global Anim Rate Scale
GlobalAnimRateScale.tooltip=Used to scale speed of all animations on this skeletal mesh.
WireframeColor=Wireframe Color
ParentAnimComponent=Parent Anim Component
ParentAnimComponent.tooltip=If set, this SkeletalMeshComponent will not use its Animations pointer to do its own animation blending, but will\n       use the SpaceBases array in the ParentAnimComponent. This is used when constructing a character using multiple skeletal meshes sharing the same\n       skeleton within the same Actor.
AnimSets=Anim Sets
AnimSets.tooltip=The set of AnimSets that will be looked in to find a particular sequence, specified by name in an AnimNodeSequence.\n       Array is search from last to first element, so you can replace a particular sequence but putting a set containing the new version later in the array.\n       You will need to call SetAnim again on nodes that may be affected by any changes you make to this array.
MorphSets=Morph Sets
MorphSets.tooltip=Array of MorphTargetSets that will be looked in to find a particular MorphTarget, specified by name.\n       It is searched in the same way as the AnimSets array above.
ForcedLodModel=Forced Lod Model
ForcedLodModel.tooltip=If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1).
MinLodModel=Min Lod Model
MinLodModel.tooltip=This is the min LOD that this component will use.  (e.g. if set to 2 then only 2+ LOD Models will be used.) This is useful to set on\n meshes which are known to be a certain distance away and still want to have better LODs when zoomed in on them.
bNoSkeletonUpdate=No Skeleton Update
bNoSkeletonUpdate.tooltip=Skip UpdateSkelPose.
bConsiderAllBodiesForBounds=Consider All Bodies For Bounds
bConsiderAllBodiesForBounds.tooltip=If TRUE, when updating bounds from a PhysicsAsset, consider _all_ BodySetups, not just those flagged with bConsiderForBounds.
bUpdateSkelWhenNotRendered=Update Skel When Not Rendered
bUpdateSkelWhenNotRendered.tooltip=If true, update skeleton/attachments even when our Owner has not been rendered recently\n @note if this is false, bone information may not be accurate, so be careful setting this to false if bone info is relevant to gameplay\n @note you can use ForceSkelUpdate() to force an update\n @note: In the output from SHOWSKELCOMPTICKTIME you want UpdatePoseTotal to be 0 when this is FALSE for a specific component
bForceDiscardRootMotion=Force Discard Root Motion
bForceDiscardRootMotion.tooltip=force root motion to be discarded, no matter what the AnimNodeSequence(s) are set to do
bNotifyRootMotionProcessed=Notify Root Motion Processed
bNotifyRootMotionProcessed.tooltip=Call RootMotionProcessed notification on Owner
bDisableFaceFXMaterialInstanceCreation=Disable Face FXMaterial Instance Creation
bDisableFaceFXMaterialInstanceCreation.tooltip=If true, FaceFX will not automatically create material instances.
bHasPhysicsAssetInstance=Has Physics Asset Instance
bHasPhysicsAssetInstance.tooltip=Indicates whether this SkeletalMeshComponent should have a physics engine representation of its state.\n       @see SetHasPhysicsAssetInstance
bUpdateKinematicBonesFromAnimation=Update Kinematic Bones From Animation
bUpdateKinematicBonesFromAnimation.tooltip=If we are running physics, should we update bFixed bones based on the animation bone positions.
bUpdateJointsFromAnimation=Update Joints From Animation
bUpdateJointsFromAnimation.tooltip=If we should pass joint position to joints each frame, so that they can be used by motorized joints to drive the\n       ragdoll based on the animation.
bForceUpdateAttachmentsInTick=Force Update Attachments In Tick
bForceUpdateAttachmentsInTick.tooltip=If true, attachments will be updated twice a frame - once in Tick and again when UpdateTransform is called.\n       This can resolve some 'frame behind' issues if an attachment need to be in the correct location for it's Tick, but at a cost.
bPerBoneVolumeEffects=Per Bone Volume Effects
bPerBoneVolumeEffects.tooltip=If true, when this skeletal mesh overlaps a physics volume, each body of it will be tested against the volume, so only limbs\n       actually in the volume will be affected. Useful when gibbing bodies.
bPerBoneMotionBlur=Per Bone Motion Blur
bPerBoneMotionBlur.tooltip=If true, use per-bone motion blur on this skeletal mesh.
bSyncActorLocationToRootRigidBody=Sync Actor Location To Root Rigid Body
bSyncActorLocationToRootRigidBody.tooltip=If true, will move the Actors Location to match the root rigid body location when in PHYS_RigidBody.
bEnableClothSimulation=Enable Cloth Simulation
bEnableClothSimulation.tooltip=Whether cloth simulation should currently be used on this SkeletalMeshComponent.\n       @see SetEnableClothSimulation
bDisableClothCollision=Disable Cloth Collision
bDisableClothCollision.tooltip=Turns off all cloth collision so not checks are done (improves performance).
bClothFrozen=Cloth Frozen
bClothFrozen.tooltip=If true, cloth is 'frozen' and no simulation is taking place for it, though it will keep its shape.
bAutoFreezeClothWhenNotRendered=Auto Freeze Cloth When Not Rendered
bAutoFreezeClothWhenNotRendered.tooltip=If true, cloth will automatically have bClothFrozen set when it is not rendered, and have it turned off when it is seen.
bClothAwakeOnStartup=Cloth Awake On Startup
bClothAwakeOnStartup.tooltip=If true, cloth will be awake when a level is started, otherwise it will be instantly put to sleep.
bClothBaseVelClamp=Cloth Base Vel Clamp
bClothBaseVelClamp.tooltip=It true, clamp velocity of cloth particles to be within ClothBaseVelClampRange of Base velocity.
bClothBaseVelInterp=Cloth Base Vel Interp
bClothBaseVelInterp.tooltip=It true, interp velocity of cloth particles towards Base velocity, using ClothBaseVelClampRange as the interp rate (0..1).
bAttachClothVertsToBaseBody=Attach Cloth Verts To Base Body
bAttachClothVertsToBaseBody.tooltip=If true, fixed verts of the cloth are attached in the physics to the physics body that this components actor is attached to.
bIsClothOnStaticObject=Is Cloth On Static Object
bIsClothOnStaticObject.tooltip=Whether this cloth is on a non-animating static object.
bClothPositionalDampening=Cloth Positional Dampening
bClothPositionalDampening.tooltip=Whether should do positional box dampening
bClothWindRelativeToOwner=Cloth Wind Relative To Owner
bClothWindRelativeToOwner.tooltip=Whether wind direction is relative to owner rotation or not
ClothExternalForce=Cloth External Force
ClothExternalForce.tooltip=Constant force applied to all vertices in the cloth.
ClothWind=Cloth Wind
ClothWind.tooltip='Wind' force applied to cloth. Force on each vertex is based on the dot product between the wind vector and the surface normal.
ClothBaseVelClampRange=Cloth Base Vel Clamp Range
ClothBaseVelClampRange.tooltip=If bClothBaseVelClamp is TRUE, amount of variance from base's velocity the cloth is allowed.\n       If bClothBaseVelInterp is TRUE, how fast cloth verts are pushed towards base velocity (0..1)
ClothBlendWeight=Cloth Blend Weight
ClothBlendWeight.tooltip=How much to blend in results from cloth simulation with results from regular skinning.
ClothBlendMinDistanceFactor=Cloth Blend Min Distance Factor
ClothBlendMinDistanceFactor.tooltip=Distance factor below which cloth should be fully animated. -1.0 indicates always physics.
ClothBlendMaxDistanceFactor=Cloth Blend Max Distance Factor
ClothBlendMaxDistanceFactor.tooltip=Distance factor above which cloth should be fully simulated.
MinPosDampRange=Min Pos Damp Range
MinPosDampRange.tooltip=Distance from the owner in relative frame (max == pos XYZ, min == neg XYZ)
MaxPosDampRange=Max Pos Damp Range
MaxPosDampRange.tooltip=Distance from the owner in relative frame (max == pos XYZ, min == neg XYZ)
MinPosDampScale=Min Pos Damp Scale
MinPosDampScale.tooltip=Dampening scale applied to cloth particle velocity when approaching boundaries of PosDampRange
MaxPosDampScale=Max Pos Damp Scale
MaxPosDampScale.tooltip=Dampening scale applied to cloth particle velocity when approaching boundaries of PosDampRange
ClothRBChannel=Cloth RBChannel
ClothRBChannel.tooltip=Enum indicating what type of object this cloth should be considered for rigid body collision.
ClothRBCollideWithChannels=Cloth RBCollide With Channels
ClothRBCollideWithChannels.tooltip=Types of objects that this cloth will collide with.
ClothForceScale=Cloth Force Scale
ClothForceScale.tooltip=How much force to apply to cloth, in relation to the force(from a force field) applied to rigid bodies(zero applies no force to cloth, 1 applies the same)
ClothImpulseScale=Cloth Impulse Scale
ClothImpulseScale.tooltip=Amount to scale impulses applied to cloth simulation.
ClothAttachmentTearFactor=Cloth Attachment Tear Factor
ClothAttachmentTearFactor.tooltip=The cloth tear factor for this SkeletalMeshComponent, negative values take the tear factor from the SkeletalMesh.\n    Note: UpdateClothParams() should be called after modification so that the changes are reflected in the simulation.
bClothUseCompartment=Cloth Use Compartment
bClothUseCompartment.tooltip=If TRUE, soft body uses compartment in physics scene (usually with fixed timstep for better behaviour)
MinDistanceForClothReset=Min Distance For Cloth Reset
MinDistanceForClothReset.tooltip=If the distance traveled between frames exceeds this value the vertices will be reset to avoid stretching.
ApexClothingRBChannel=Apex Clothing RBChannel
ApexClothingRBChannel.tooltip=Enum indicating what type of object this apex clothing should be considered for rigid body collision.
ApexClothingRBCollideWithChannels=Apex Clothing RBCollide With Channels
ApexClothingRBCollideWithChannels.tooltip=Types of objects that this clothing will collide with.
ApexClothingCollisionRBChannel=Apex Clothing Collision RBChannel
ApexClothingCollisionRBChannel.tooltip=Enum indicating what channel the apex clothing collision shapes should be placed in
bAutoFreezeApexClothingWhenNotRendered=Auto Freeze Apex Clothing When Not Rendered
bAutoFreezeApexClothingWhenNotRendered.tooltip=If true, the clothing actor will stop simulating when it is not rendered
bLocalSpaceWind=Local Space Wind
bLocalSpaceWind.tooltip=If TRUE, WindVelocity is applied in the local space of the component, rather than world space.
WindVelocity=Wind Velocity
WindVelocity.tooltip=The Wind Velocity applied to Apex Clothing
WindVelocityBlendTime=Wind Velocity Blend Time
WindVelocityBlendTime.tooltip=Time taken for ApexClothing to reach WindVelocity
bEnableSoftBodySimulation=Enable Soft Body Simulation
bEnableSoftBodySimulation.tooltip=Whether soft-body simulation should currently be used on this SkeletalMeshComponent.
SoftBodyImpulseScale=Soft Body Impulse Scale
SoftBodyImpulseScale.tooltip=Amount to scale impulses applied to soft body simulation.
bSoftBodyFrozen=Soft Body Frozen
bSoftBodyFrozen.tooltip=If true, the soft-body is 'frozen' and no simulation is taking place for it, though it will keep its shape.
bAutoFreezeSoftBodyWhenNotRendered=Auto Freeze Soft Body When Not Rendered
bAutoFreezeSoftBodyWhenNotRendered.tooltip=If true, the soft-body will automatically have bSoftBodyFrozen set when it is not rendered, and have it turned off when it is seen.
bSoftBodyAwakeOnStartup=Soft Body Awake On Startup
bSoftBodyAwakeOnStartup.tooltip=If true, the soft-body will be awake when a level is started, otherwise it will be instantly put to sleep.
bSoftBodyUseCompartment=Soft Body Use Compartment
bSoftBodyUseCompartment.tooltip=If TRUE, soft body uses compartment in physics scene (usually with fixed timstep for better behaviour)
SoftBodyRBChannel=Soft Body RBChannel
SoftBodyRBChannel.tooltip=Enum indicating what type of object this soft-body should be considered for rigid body collision.
SoftBodyRBCollideWithChannels=Soft Body RBCollide With Channels
SoftBodyRBCollideWithChannels.tooltip=Types of objects that this soft-body will collide with.
RootMotionMode=Root Motion Mode
RootMotionRotationMode=Root Motion Rotation Mode
AnimRotationOnly=Anim Rotation Only
AnimRotationOnly.tooltip=SkeletalMeshComponent settings for AnimRotationOnly
FaceFXBlendMode=Face FXBlend Mode
FaceFXBlendMode.tooltip=How FaceFX transforms should be blended with skeletal mesh

[SkeletalMesh]
Materials=Materials
Materials.tooltip=List of materials applied to this mesh.
ClothingAssets=Clothing Assets
ClothingAssets.tooltip=List of clothing assets associated with each material int this mesh.
Origin=Origin
Origin.tooltip=Origin in original coordinate system
RotOrigin=Rot Origin
RotOrigin.tooltip=Amount to rotate when importing (mostly for yawing)
SkelMirrorTable=Skel Mirror Table
SkelMirrorTable.tooltip=List of bones that should be mirrored.
SkelMirrorAxis=Skel Mirror Axis
SkelMirrorFlipAxis=Skel Mirror Flip Axis
BoneBreakNames=Bone Break Names
BoneBreakNames.tooltip=Array of bone names that break for use in game/editor
BoneBreakOptions=Bone Break Options
BoneBreakOptions.tooltip=Match with BoneBreakNames array
LODInfo=LODInfo
LODInfo.tooltip=Struct containing information for each LOD level, such as materials to use, whether to cast shadows, and when use the LOD.
PerPolyCollisionBones=Per Poly Collision Bones
PerPolyCollisionBones.tooltip=For each bone specified here, all triangles rigidly weighted to that bone are entered into a kDOP, allowing per-poly collision checks.
AddToParentPerPolyCollisionBone=Add To Parent Per Poly Collision Bone
AddToParentPerPolyCollisionBone.tooltip=For each of these bones, find the parent that is in PerPolyCollisionBones and add its polys to that bone.
bPerPolyUseSoftWeighting=Per Poly Use Soft Weighting
bPerPolyUseSoftWeighting.tooltip=If true, include triangles that are soft weighted to bones.
bUseSimpleLineCollision=Use Simple Line Collision
bUseSimpleLineCollision.tooltip=If true, use PhysicsAsset for line collision checks. If false, use per-poly bone collision (if present).
bUseSimpleBoxCollision=Use Simple Box Collision
bUseSimpleBoxCollision.tooltip=If true, use PhysicsAsset for extent (swept box) collision checks. If false, use per-poly bone collision (if present).
bForceCPUSkinning=Force CPUSkinning
bForceCPUSkinning.tooltip=All meshes default to GPU skinning. Set to True to enable CPU skinning. If CPU skinning is enabled, bUsePackedPosition can't be enabled
bUseFullPrecisionUVs=Use Full Precision UVs
bUseFullPrecisionUVs.tooltip=If true, use 32 bit UVs. If false, use 16 bit UVs to save memory
bUsePackedPosition=Use Packed Position
bUsePackedPosition.tooltip=If true, use compressed position XYZs(4 bytes saving 8 bytes). This is only useful for GPU skinning.
FaceFXAsset=Face FXAsset
FaceFXAsset.tooltip=The FaceFX asset the skeletal mesh uses for FaceFX operations.
BoundsPreviewAsset=Bounds Preview Asset
BoundsPreviewAsset.tooltip=Asset used for previewing bounds in AnimSetViewer. Makes setting up LOD distance factors more reliable.
PreviewMorphSets=Preview Morph Sets
PreviewMorphSets.tooltip=Asset used for previewing morph target animations in AnimSetViewer. Only for editor.
LODBiasPC=LODBias PC
LODBiasPC.tooltip=LOD bias to use for PC.
LODBiasPS3=LODBias PS3
LODBiasPS3.tooltip=LOD bias to use for PS3.
LODBiasXbox360=LODBias Xbox 360
LODBiasXbox360.tooltip=LOD bias to use for Xbox 360.
SourceFilePath=Source File Path
SourceFilePath.tooltip=Path to the resource used to construct this skeletal mesh
SourceFileTimestamp=Source File Timestamp
SourceFileTimestamp.tooltip=Date/Time-stamp of the file from the last import
ClothMovementScaleGenMode=Cloth Movement Scale Gen Mode
ClothMovementScaleGenMode.tooltip=Method to use to generate the ClothMovementScale table
ClothToAnimMeshMaxDist=Cloth To Anim Mesh Max Dist
ClothToAnimMeshMaxDist.tooltip=How far a simulated vertex can move from its animated location
bLimitClothToAnimMesh=Limit Cloth To Anim Mesh
bLimitClothToAnimMesh.tooltip=If TRUE, simulated verts are limited to a certain distance from
bForceNoWelding=Force No Welding
bForceNoWelding.tooltip=Forces the Welding Code to be turned off even if the mesh has doubled vertices
ClothBones=Cloth Bones
ClothBones.tooltip=Vertices with any weight to these bones are considered 'cloth'.
ClothHierarchyLevels=Cloth Hierarchy Levels
ClothHierarchyLevels.tooltip=If greater than 1, will generate smaller meshes internally, used to improve simulation time and reduce stretching.
bEnableClothBendConstraints=Enable Cloth Bend Constraints
bEnableClothBendConstraints.tooltip=Enable constraints that attempt to minimize curvature or folding of the cloth.
bEnableClothDamping=Enable Cloth Damping
bEnableClothDamping.tooltip=Enable damping forces on the cloth.
bUseClothCOMDamping=Use Cloth COMDamping
bUseClothCOMDamping.tooltip=Enable center of mass damping of cloth internal velocities.
ClothStretchStiffness=Cloth Stretch Stiffness
ClothStretchStiffness.tooltip=Controls strength of springs that attempts to keep particles in the cloth together.
ClothBendStiffness=Cloth Bend Stiffness
ClothBendStiffness.tooltip=Controls strength of springs that stop the cloth from bending. \n       bEnableClothBendConstraints must be true to take affect.
ClothDensity=Cloth Density
ClothDensity.tooltip=This is multiplied by the size of triangles sharing a point to calculate the points mass.\n       This cannot be modified after the cloth has been created.
ClothThickness=Cloth Thickness
ClothThickness.tooltip=How thick the cloth is considered when doing collision detection.
ClothDamping=Cloth Damping
ClothDamping.tooltip=Controls how much damping force is applied to cloth particles.\n       bEnableClothDamping must be true to take affect.
ClothIterations=Cloth Iterations
ClothIterations.tooltip=Increasing the number of solver iterations improves how accurately the cloth is simulated, but will also slow down simulation.
ClothHierarchicalIterations=Cloth Hierarchical Iterations
ClothHierarchicalIterations.tooltip=If ClothHierarchyLevels is more than 0, this number controls the number of iterations of the hierarchical solver.
ClothFriction=Cloth Friction
ClothFriction.tooltip=Controls movement of cloth when in contact with other bodies.
ClothRelativeGridSpacing=Cloth Relative Grid Spacing
ClothRelativeGridSpacing.tooltip=Controls the size of the grid cells a cloth is divided into when performing broadphase collision. \n The cell size is relative to the AABB of the cloth.
ClothPressure=Cloth Pressure
ClothPressure.tooltip=Adjusts the internal "air" pressure of the cloth. Only has affect when bEnableClothPressure.
ClothCollisionResponseCoefficient=Cloth Collision Response Coefficient
ClothCollisionResponseCoefficient.tooltip=Response coefficient for cloth/rb collision
ClothAttachmentResponseCoefficient=Cloth Attachment Response Coefficient
ClothAttachmentResponseCoefficient.tooltip=How much an attachment to a rigid body influences the cloth
ClothAttachmentTearFactor=Cloth Attachment Tear Factor
ClothAttachmentTearFactor.tooltip=How much extension an attachment can undergo before it tears/breaks
ClothSleepLinearVelocity=Cloth Sleep Linear Velocity
ClothSleepLinearVelocity.tooltip=Maximum linear velocity at which cloth can go to sleep.\n If negative, the global default will be used.
HardStretchLimitFactor=Hard Stretch Limit Factor
HardStretchLimitFactor.tooltip=If bHardStretchLimit is TRUE, how much stretch is allowed in the cloth. 1.0 is no stretch (but will cause jitter)
bHardStretchLimit=Hard Stretch Limit
bHardStretchLimit.tooltip=If TRUE, limit the total amount of stretch that is allowed in the cloth, based on HardStretchLimitFactor. \n       Note that bLimitClothToAnimMesh must be TRUE for this to work.
bEnableClothOrthoBendConstraints=Enable Cloth Ortho Bend Constraints
bEnableClothOrthoBendConstraints.tooltip=Enable orthogonal bending resistance to minimize curvature or folding of the cloth. \n  This technique uses angular springs instead of distance springs as used in\n  'bEnableClothBendConstraints'. This mode is slower but independent of stretching resistance.
bEnableClothSelfCollision=Enable Cloth Self Collision
bEnableClothSelfCollision.tooltip=Enables cloth self collision.
bEnableClothPressure=Enable Cloth Pressure
bEnableClothPressure.tooltip=Enables pressure support. Simulates inflated objects like balloons.
bEnableClothTwoWayCollision=Enable Cloth Two Way Collision
bEnableClothTwoWayCollision.tooltip=Enables two way collision with rigid-bodies.
ClothSpecialBones=Cloth Special Bones
ClothSpecialBones.tooltip=Vertices with any weight to these bones are considered cloth with special behavoir, currently\n they are attached to the physics asset with fixed or breakable attachments or tearlines.
bEnableClothLineChecks=Enable Cloth Line Checks
bEnableClothLineChecks.tooltip=Enable cloth line/extent/point checks. \n Note: line checks are performed with a raycast against the cloth, but point and swept extent checks are performed against the cloth AABB
bClothMetal=Cloth Metal
bClothMetal.tooltip=Whether cloth simulation should be wrapped inside a Rigid Body and only be used upon impact
ClothMetalImpulseThreshold=Cloth Metal Impulse Threshold
ClothMetalImpulseThreshold.tooltip=Threshold for when deformation is allowed
ClothMetalPenetrationDepth=Cloth Metal Penetration Depth
ClothMetalPenetrationDepth.tooltip=Amount by which colliding objects are brought closer to the cloth
ClothMetalMaxDeformationDistance=Cloth Metal Max Deformation Distance
ClothMetalMaxDeformationDistance.tooltip=Maximum deviation of cloth particles from initial position
bEnableClothTearing=Enable Cloth Tearing
bEnableClothTearing.tooltip=Used to enable cloth tearing. Note, extra vertices/indices must be reserved using ClothTearReserve \n  Also cloth tearing is not available when welding is enabled.
ClothTearFactor=Cloth Tear Factor
ClothTearFactor.tooltip=Stretch factor beyond which a cloth edge/vertex will tear. Should be greater than 1.
ClothTearReserve=Cloth Tear Reserve
ClothTearReserve.tooltip=Number of vertices/indices to set aside to accomodate new triangles created as a result of tearing
bEnableValidBounds=Enable Valid Bounds
bEnableValidBounds.tooltip=Any cloth vertex that exceeds its valid bounds will be deleted if bEnableValidBounds is set. Tune ValidBoundMin and ValidBoundMax if valid bound is enabled.
ValidBoundsMin=Valid Bounds Min
ValidBoundsMin.tooltip=The minimum coordinates triplet of the cloth valid bound
ValidBoundsMax=Valid Bounds Max
ValidBoundsMax.tooltip=The maximum coordinates triplet of the cloth valid bound
SoftBodyBones=Soft Body Bones
SoftBodyBones.tooltip=Vertices with any weight to these bones are considered 'soft-body'.
SoftBodySpecialBones=Soft Body Special Bones
SoftBodySpecialBones.tooltip=Vertices with any weight to these bones are considered softbody with special behavoir, currently\n they are attached to the physics asset with fixed or breakable attachments.
SoftBodyVolumeStiffness=Soft Body Volume Stiffness
SoftBodyVolumeStiffness.tooltip=Defines how strongly the soft-body resists motion that changes the rest volume. Range (0,1].
SoftBodyStretchingStiffness=Soft Body Stretching Stiffness
SoftBodyStretchingStiffness.tooltip=Defines how strongly the soft-body resists stretching motions. Range (0,1].
SoftBodyDensity=Soft Body Density
SoftBodyDensity.tooltip=Density of the soft-body (mass per volume).
SoftBodyParticleRadius=Soft Body Particle Radius
SoftBodyParticleRadius.tooltip=Size of the soft-body particles used for collision detection.
SoftBodyDamping=Soft Body Damping
SoftBodyDamping.tooltip=Controls how much damping force is applied to soft-body particles.\n       bEnableSoftBodyDamping must be true to take affect.
SoftBodySolverIterations=Soft Body Solver Iterations
SoftBodySolverIterations.tooltip=Increasing the number of solver iterations improves how accurately the soft-body is simulated, but will also slow down simulation.
SoftBodyFriction=Soft Body Friction
SoftBodyFriction.tooltip=Controls movement of soft-body when in contact with other bodies.
SoftBodyRelativeGridSpacing=Soft Body Relative Grid Spacing
SoftBodyRelativeGridSpacing.tooltip=Controls the size of the grid cells a soft-body is divided into when performing broadphase collision. \n The cell size is relative to the AABB of the soft-body.
SoftBodySleepLinearVelocity=Soft Body Sleep Linear Velocity
SoftBodySleepLinearVelocity.tooltip=Maximum linear velocity at which a soft-body can go to sleep.\n If negative, the global default will be used.
bEnableSoftBodySelfCollision=Enable Soft Body Self Collision
bEnableSoftBodySelfCollision.tooltip=Enables soft-body self collision.
SoftBodyAttachmentResponse=Soft Body Attachment Response
SoftBodyAttachmentResponse.tooltip=Defines a factor for the impulse transfer from the soft body to attached rigid bodies. \n bEnableSoftBodyTwoWayCollision must be true to take effect.
SoftBodyCollisionResponse=Soft Body Collision Response
SoftBodyCollisionResponse.tooltip=Defines a factor for the impulse transfer from the soft body to colliding rigid bodies. \n bEnableSoftBodyTwoWayCollision must be true to take effect.
SoftBodyDetailLevel=Soft Body Detail Level
SoftBodyDetailLevel.tooltip=Controls how much the original graphics mesh is simplified before it is used\n to seed to tetrahedron-mesh generator.
SoftBodySubdivisionLevel=Soft Body Subdivision Level
SoftBodySubdivisionLevel.tooltip=Controls how many tetrahedra are generated to approximate the surface-mesh.
bSoftBodyIsoSurface=Soft Body Iso Surface
bSoftBodyIsoSurface.tooltip=If enabled, an iso-surface is generated around the original graphics-mesh before\n the tetrahedron-mesh is created.
bEnableSoftBodyDamping=Enable Soft Body Damping
bEnableSoftBodyDamping.tooltip=Enable damping forces on the softbody.
bUseSoftBodyCOMDamping=Use Soft Body COMDamping
bUseSoftBodyCOMDamping.tooltip=Enable center of mass damping of SoftBody internal velocities.
SoftBodyAttachmentThreshold=Soft Body Attachment Threshold
SoftBodyAttachmentThreshold.tooltip=Specifies the maximum distance a tetra-vertex is allowed to have from the \n  surface-mesh to still end up attached to a bone.
bEnableSoftBodyTwoWayCollision=Enable Soft Body Two Way Collision
bEnableSoftBodyTwoWayCollision.tooltip=Enables two way collision with rigid-bodies.
SoftBodyAttachmentTearFactor=Soft Body Attachment Tear Factor
SoftBodyAttachmentTearFactor.tooltip=How much extension an attachment can undergo before it tears/breaks
bEnableSoftBodyLineChecks=Enable Soft Body Line Checks
bEnableSoftBodyLineChecks.tooltip=Enable soft body line checks.
StreamingDistanceMultiplier=Streaming Distance Multiplier
StreamingDistanceMultiplier.tooltip=Allows artists to adjust the distance where textures using UV 0 are streamed in/out.\n 1.0 is the default, whereas a higher value increases the streamed-in resolution.

[SkeletalMeshSocket]
SocketName=Socket Name
SocketName.tooltip=Defines a named attachment location on the SkeletalMesh. \n       These are set up in editor and used as a shortcut instead of specifying \n       everything explicitly to AttachComponent in the SkeletalMeshComponent.\n       The Outer of a SkeletalMeshSocket should always be the SkeletalMesh.
BoneName=Bone Name
RelativeLocation=Relative Location
RelativeRotation=Relative Rotation
RelativeScale=Relative Scale
PreviewSkelMesh=Preview Skel Mesh
PreviewSkelComp=Preview Skel Comp
PreviewStaticMesh=Preview Static Mesh

[SplineActor]
SplineActorTangent=Spline Actor Tangent
SplineActorTangent.tooltip=Tangent of spline at this actor - this is in local space
SplineColor=Spline Color
SplineColor.tooltip=Color to use to draw the splines
bDisableDestination=Disable Destination
bDisableDestination.tooltip=Splines connectin to this SplineActor will be marked as bSplineDisabled
SplineVelocityOverTime=Spline Velocity Over Time
SplineVelocityOverTime.tooltip=For actors using this spline, how quickly to move along the spline over time

[SplineLoftActor]
ScaleX=Scale X
ScaleX.tooltip=Size that mesh should be along its local X axis at this node on spline.
ScaleY=Scale Y
ScaleY.tooltip=Size that mesh should be along its local Y axis at this node on spline.
DeformMesh=Deform Mesh
DeformMesh.tooltip=Mesh to deform along spline \n  This must be set to have a visual mesh viewable in the world\n  @TODO: make a map check for errors for this being None
DeformMeshMaterials=Deform Mesh Materials
DeformMeshMaterials.tooltip=Materials to override with for this instance
Roll=Roll
Roll.tooltip=Roll around spline at this node, in degrees
WorldXDir=World XDir
WorldXDir.tooltip=Axis (in world space) used to determine the X axis for the mesh along the spline
Offset=Offset
Offset.tooltip=Offset in X and Y for the mesh along the spline.  Note the offset is applied BEFORE scaling and roll
bSmoothInterpRollAndScale=Smooth Interp Roll And Scale
bSmoothInterpRollAndScale.tooltip=If TRUE, will use smooth interpolation (ease in/out) for Scale and Roll along this section of spline. If FALSE, uses linear
bAcceptsLights=Accepts Lights
bAcceptsLights.tooltip=If TRUE, generated SplineMeshComponents will accept lights
MeshLightEnvironment=Mesh Light Environment
MeshLightEnvironment.tooltip=Light environment used to light dynamically moving spline
MeshMaxDrawDistance=Mesh Max Draw Distance
MeshMaxDrawDistance.tooltip=The maximum distance at which these meshes will be drawn

[SplineComponent]
SplineInfo=Spline Info
SplineInfo.tooltip=Actual data for spline. Locations and tangents are in world space.
SplineCurviness=Spline Curviness
SplineCurviness.tooltip=This is how curvy this spline is.  1.0f is straight and anything below that is curvy!\n We are doing a simplistic calculate of:  vsize(points) / Length Of Spline
SplineColor=Spline Color
SplineColor.tooltip=Color of spline
SplineDrawRes=Spline Draw Res
SplineDrawRes.tooltip=Resolution to draw spline at
SplineArrowSize=Spline Arrow Size
SplineArrowSize.tooltip=Size of arrow on end of spline. If zero, no arrow drawn
bSplineDisabled=Spline Disabled
bSplineDisabled.tooltip=If TRUE, this spline is for whatever reason disabled, and will be drawn in red.
SplineReparamTable=Spline Reparam Table
SplineReparamTable.tooltip=Input, distance along curve, output, parameter that puts you there.

[ProcBuilding]
Ruleset=Ruleset
Ruleset.tooltip=Pointer to ruleset in package used to build facade geometry for building
BuildingMeshCompInfos=Building Mesh Comp Infos
BuildingMeshCompInfos.tooltip=Array of information about each component making up the final building
BuildingFracMeshCompInfos=Building Frac Mesh Comp Infos
BuildingFracMeshCompInfos.tooltip=Array of information about each fractured mesh making up the final building
SimpleMeshComp=Simple Mesh Comp
SimpleMeshComp.tooltip=Component used to display simple one-mesh version of building
bGenerateRoofMesh=Generate Roof Mesh
bGenerateRoofMesh.tooltip=If TRUE, generate a poly to fill the hole on the top of the building
bGenerateFloorMesh=Generate Floor Mesh
bGenerateFloorMesh.tooltip=If TRUE, generate a poly to fill the hole on the bottom of the building volume
bApplyRulesToRoof=Apply Rules To Roof
bApplyRulesToRoof.tooltip=If TRUE, meshing rules are applied to roof of building, instead of just leaving it as a flat poly
bApplyRulesToFloor=Apply Rules To Floor
bApplyRulesToFloor.tooltip=If TRUE, meshing rules are applied to floor of building, instead of just leaving it as a flat poly
bSplitWallsAtRoofLevels=Split Walls At Roof Levels
bSplitWallsAtRoofLevels.tooltip=If TRUE, wall scopes will be split at each roof/floor level in the building group.
bSplitWallsAtWallEdges=Split Walls At Wall Edges
bSplitWallsAtWallEdges.tooltip=If TRUE, wall scopes will be split when another wall ends in the middle of a face.
bBuildingBrushCollision=Building Brush Collision
bBuildingBrushCollision.tooltip=Controls if the simple brush has collision.
bDebugDrawEdgeInfo=Debug Draw Edge Info
bDebugDrawEdgeInfo.tooltip=If TRUE, show face->edge relationships when this building is selected.
bDebugDrawScopes=Debug Draw Scopes
bDebugDrawScopes.tooltip=If TRUE, show scopes extracted from brushes.
SimpleMeshMassiveLODDistance=Simple Mesh Massive LODDistance
SimpleMeshMassiveLODDistance.tooltip=Distance at which MassiveLOD will kick in and change between high detail meshes and the SimpleMeshComp / LowLODPersistentActor
RenderToTexturePullBackAmount=Render To Texture Pull Back Amount
RenderToTexturePullBackAmount.tooltip=Amount to pull back from the face to render from (caging depth). Nearby meshes closer than this will be rendered into the buildings RTT.
RoofLightmapRes=Roof Lightmap Res
RoofLightmapRes.tooltip=Light map resolution used for generated roof plane mesh
NonRectWallLightmapRes=Non Rect Wall Lightmap Res
NonRectWallLightmapRes.tooltip=Light map resolution used for generated non-rectangular wall meshes
LODRenderToTextureScale=LODRender To Texture Scale
LODRenderToTextureScale.tooltip=Amount to scale the resolution of LOD color and lighting textures, generated using render-to-texture
ParamSwatchName=Param Swatch Name
ParamSwatchName.tooltip=Name of the parameter 'swatch' (stored in the Ruleset) that is applied to this building
BuildingMaterialParams=Building Material Params
BuildingMaterialParams.tooltip=Optional parameters than are set on all MICs applied to building.
LowLODPersistentActor=Low LODPersistent Actor
LowLODPersistentActor.tooltip=Since we want the low lod mesh of the building to be always loaded, we need an actor in the P map (or other always loaded level); this is that actor

[PBRuleNodeBase]
Comment=Comment
Comment.tooltip=User defined comment, shown above node

[PBRuleNodeAlternate]
RepeatAxis=Repeat Axis
RepeatAxis.tooltip=Axis that repeating should be done along
ASize=ASize
ASize.tooltip=Fixed size of A parts (usually columnes)
BMaxSize=BMax Size
BMaxSize.tooltip=Maximum size of stretchable part between As, before inserting another A and B
bInvertPatternOrder=Invert Pattern Order
bInvertPatternOrder.tooltip=If TRUE, pattern will be BABAB instead of ABABA
bEqualSizeAB=Equal Size AB
bEqualSizeAB.tooltip=If TRUE, A and B will be the same size. BMaxSize controls this size, and defines how many meshes will be inserted.

[PBRuleNodeComment]
SizeX=Size X
SizeX.tooltip=Horizontal size of comment box in pixels.
SizeY=Size Y
SizeY.tooltip=Vertical size of comment box in pixels.
BorderWidth=Border Width
BorderWidth.tooltip=Width of border of comment box in pixels.
BorderColor=Border Color
BorderColor.tooltip=If we are drawing a box for this comment object, what colour should the border be.
bFilled=Filled
bFilled.tooltip=If we are drawing a box, should it be filled, or just an outline.
FillColor=Fill Color
FillColor.tooltip=If bFilled is true, what colour should the background be.

[PBRuleNodeCorner]
CornerSize=Corner Size
CornerSize.tooltip=Amount to split off left (and maybe right) of supplied scope, based on left/right edge angles
Angles=Angles
Angles.tooltip=Set of angles of corner angle, each corresponds to an output of this node
FlatThreshold=Flat Threshold
FlatThreshold.tooltip=Angle in degrees at which point surfaces are considered co-planar, and corner mesh is not added
bNoMeshForConcaveCorners=No Mesh For Concave Corners
bNoMeshForConcaveCorners.tooltip=If TRUE, no space left or mesh added in concave corners.
bUseAdjacentRulesetForRightGap=Use Adjacent Ruleset For Right Gap
bUseAdjacentRulesetForRightGap.tooltip=If TRUE, look at face on the right to see how much gap to leave on right edge. If FALSE, just use CornerSize on left and right side \n       Note, this only works when rulesets have the same corner size down the entire height - when looking at adjacent face, the top-left corner size is used.
CornerType=Corner Type
CornerType.tooltip=How to adjust the roof/floor poly to fit with this corner mesh
CornerShapeOffset=Corner Shape Offset
CornerShapeOffset.tooltip=How far from start of curve mesh region to actually chamfer/round adjust roff poly corner
RoundTesselation=Round Tesselation
RoundTesselation.tooltip=If CornerType is set to EPBC_Round, how many tesselation steps to take around the corner
RoundCurvature=Round Curvature
RoundCurvature.tooltip=Controls the curvature when using EPBC_Round- essentially 'pulls' the tangent handles further.

[PBRuleNodeCycle]
RepeatAxis=Repeat Axis
RepeatAxis.tooltip=Axis to break input scope up along
RepeatSize=Repeat Size
RepeatSize.tooltip=How big each repeat should be
CycleSize=Cycle Size
CycleSize.tooltip=How big each 'cycle' is (ie how many outputs will be created
bFixRepeatSize=Fix Repeat Size
bFixRepeatSize.tooltip=Whether each output should be a fixed size (and hence output a scope from the Remainder output). If FALSE, acts just like Repeat Rule.

[PBRuleNodeEdgeAngle]
Edge=Edge
Edge.tooltip=Edge of scope that we want to look at angle of
Angles=Angles
Angles.tooltip=Set of angles of edge connection, each corresponds to an output of this node

[PBRuleNodeEdgeMesh]
FlatThreshold=Flat Threshold
FlatThreshold.tooltip=Angle in degrees at which point surfaces are considered co-planar, and edge mesh is not added
MainXPullIn=Main XPull In
MainXPullIn.tooltip=Amount to 'pull in' the main face from each edge, to reduce overlap between edge mesh and face meshes

[PBRuleNodeExtractTopBottom]
ExtractTopZ=Extract Top Z
ExtractNotTopZ=Extract Not Top Z
ExtractBottomZ=Extract Bottom Z
ExtractNotBottomZ=Extract Not Bottom Z

[PBRuleNodeLODQuad]
MassiveLODDistanceScale=Massive LODDistance Scale
MassiveLODDistanceScale.tooltip=This controls how far away this region will change to a simple quad, as a scale of the SimpleMeshMassiveLODDistance of the lowest LOD mesh. Should be less than 1.0

[PBRuleNodeMesh]
BuildingMeshes=Building Meshes
BuildingMeshes.tooltip=Set of meshes to pick from.
PartialOccludedBuildingMesh=Partial Occluded Building Mesh
PartialOccludedBuildingMesh.tooltip=Mesh to use if this scope if partially occluded. If a mesh is not specified, will just use one of the BuildingMeshes array.
bDoOcclusionTest=Do Occlusion Test
bDoOcclusionTest.tooltip=If TRUE, will test region is not occluded (or is partially occluded) before placing mesh.
bBlockAll=Block All
bBlockAll.tooltip=If TRUE, this mesh will block all, including players

[PBRuleNodeQuad]
Material=Material
Material.tooltip=Material to apply to created quad.
RepeatMaxSizeX=Repeat Max Size X
RepeatMaxSizeX.tooltip=How large each repeat of the texture is allowed to be along X.
RepeatMaxSizeZ=Repeat Max Size Z
RepeatMaxSizeZ.tooltip=How large each repeat of the texture is allowed to be along Z.
QuadLightmapRes=Quad Lightmap Res
QuadLightmapRes.tooltip=Resolution of lightmap on this quad
YOffset=YOffset
YOffset.tooltip=Amount to offset this quad along Y
bDisableMaterialRepeat=Disable Material Repeat
bDisableMaterialRepeat.tooltip=If TRUE, UV range will just be 0-1, and not repeating based on RepeatMaxSize

[PBRuleNodeRandom]
NumOutputs=Num Outputs
NumOutputs.tooltip=How many outputs are created for this node
MinNumExecuted=Min Num Executed
MinNumExecuted.tooltip=Min number of the outputs will be executed
MaxNumExecuted=Max Num Executed
MaxNumExecuted.tooltip=Max number of the outputs will be executed

[PBRuleNodeRepeat]
RepeatAxis=Repeat Axis
RepeatMaxSize=Repeat Max Size

[PBRuleNodeSize]
SizeAxis=Size Axis
SizeAxis.tooltip=Axis to check size of
DecisionSize=Decision Size
DecisionSize.tooltip=If size if less than this, fire < output, otherwise fire >=
bUseTopLevelScopeSize=Use Top Level Scope Size
bUseTopLevelScopeSize.tooltip=If TRUE, uses the size of the entire building face, rather than just the area passed in to this rule

[PBRuleNodeSplit]
SplitAxis=Split Axis
SplitSetup=Split Setup

[PBRuleNodeSubRuleset]
SubRuleset=Sub Ruleset
SubRuleset.tooltip=This controls how far away this region will change to a simple quad, as a scale of the SimpleMeshMassiveLODDistance of the lowest LOD mesh. Should be less than 1.0

[PBRuleNodeTransform]
Translation=Translation
Translation.tooltip=Translation applied to to scope
Rotation=Rotation
Rotation.tooltip=Rotation (in degrees) applied to to scope
Scale=Scale
Scale.tooltip=Scaling applied to to scope

[PBRuleNodeVariation]
bVariationOfScopeOnLeft=Variation Of Scope On Left
bVariationOfScopeOnLeft.tooltip=If TRUE, choose output based on variation of scope to left of this one, rather than this one.

[PBRuleNodeWindowWall]
CellMaxSizeX=Cell Max Size X
CellMaxSizeX.tooltip=How large each repeat of the texture is allowed to be along X.
CellMaxSizeZ=Cell Max Size Z
CellMaxSizeZ.tooltip=How large each repeat of the texture is allowed to be along Z.
WindowSizeX=Window Size X
WindowSizeX.tooltip=X dimension of window within cell
WindowSizeZ=Window Size Z
WindowSizeZ.tooltip=Z dimension of window within cell
WindowPosX=Window Pos X
WindowPosX.tooltip=X location of window within cell - 0 means left, 1 means right, 0.5 is middle
WindowPosZ=Window Pos Z
WindowPosZ.tooltip=Z location of window within cell - 0 means left, 1 means right, 0.5 is middle
bScaleWindowWithCell=Scale Window With Cell
bScaleWindowWithCell.tooltip=If TRUE, window is scaled down as cell is
YOffset=YOffset
YOffset.tooltip=Amount to offset mesh along Y
Material=Material
Material.tooltip=Material to apply to created quad.

[ProcBuildingRuleset]
bEnableInteriorTexture=Enable Interior Texture
bEnableInteriorTexture.tooltip=Whether to have any 'interior' texture on the LOD building windows
bLODOnlyRoof=LODOnly Roof
bLODOnlyRoof.tooltip=If TRUE, roof only displays in when building drops to low-detail version
bPickRandomSwatch=Pick Random Swatch
bPickRandomSwatch.tooltip=If TRUE, then pick a random swatch if a building is currently None (or not supported by current ruleset)
DefaultRoofMaterial=Default Roof Material
DefaultRoofMaterial.tooltip=Material applied to roof surface by default (can be overridden)
DefaultFloorMaterial=Default Floor Material
DefaultFloorMaterial.tooltip=Material applied to floor surface by default (can be overridden)
DefaultNonRectWallMaterial=Default Non Rect Wall Material
DefaultNonRectWallMaterial.tooltip=Material applied to non-rectangular surfaces by default (can be overridden)
RoofZOffset=Roof ZOffset
RoofZOffset.tooltip=Offset applied to floor poly if at very top of overall building
NotRoofZOffset=Not Roof ZOffset
NotRoofZOffset.tooltip=Offset applied to roof poly if not at very top of overall building
FloorZOffset=Floor ZOffset
FloorZOffset.tooltip=Offset applied to floor poly if at very bottom of overall building
NotFloorZOffset=Not Floor ZOffset
NotFloorZOffset.tooltip=Offset applied to floor poly if not at very bottom of overall building
RoofPolyInset=Roof Poly Inset
RoofPolyInset.tooltip=Amount to 'pull in' vertices of the generated roof poly.
FloorPolyInset=Floor Poly Inset
FloorPolyInset.tooltip=Amount to 'pull in' vertices of the generated floor poly.
BuildingLODSpecular=Building LODSpecular
BuildingLODSpecular.tooltip=Amount of specular to apply to low LOD building material
RoofEdgeScopeRaise=Roof Edge Scope Raise
RoofEdgeScopeRaise.tooltip=How much to raise top of scopes that meet the roof of the building, forming a short wall around the roof.
LODCubemap=LODCubemap
LODCubemap.tooltip=Cubemap texture to use for the LOD version of the building.
InteriorTexture=Interior Texture
InteriorTexture.tooltip=Texture to use for 'interior' of LOD building windows
Variations=Variations
Variations.tooltip=Array of 'variations' supported within this ruleset
ParamSwatches=Param Swatches
ParamSwatches.tooltip=Pre-defined, names 'swatches' (or sets) of parameters that can be selected on a building

[GameReplicationInfo]
ServerName=Server Name
ServerName.tooltip=Name of the server, i.e.: Bob's Server.

[Camera]
CameraShakeCamMod=Camera Shake Cam Mod
CameraShakeCamMod.tooltip=Camera modifier for cone-driven screen shakes
CameraShakeCamModClass=Camera Shake Cam Mod Class
CameraShakeCamModClass.tooltip=Class to use when instantiating screenshake modifier object.  Provided to support overrides.

[CameraActor]
bConstrainAspectRatio=Constrain Aspect Ratio
AspectRatio=Aspect Ratio
FOVAngle=FOVAngle
CamOverridePostProcessAlpha=Cam Override Post Process Alpha
CamOverridePostProcessAlpha.tooltip=Blend value for CamOverridePostProcess.  0.f means it's ignored, 1.f means use it exclusively.
CamOverridePostProcess=Cam Override Post Process

[CameraModifier]
bDebug=Debug
bDebug.tooltip=debug

[CameraModifier_CameraShake]
SplitScreenShakeScale=Split Screen Shake Scale
SplitScreenShakeScale.tooltip=Scalar applied to all camera shakes in splitscreen. Normally used to dampen, since shakes feel more intense in a smaller viewport.

[CameraShake]
bSingleInstance=Single Instance
bSingleInstance.tooltip=TRUE to only allow a single instance of this shake to play at any given time. \n  Subsequents attempts to play this shake will simply restart the timer.
bRandomAnimSegment=Random Anim Segment
bRandomAnimSegment.tooltip=If TRUE, play a random snippet of the animation of length Duration.  Implies bLoop and bRandomStartTime = TRUE for the CameraAnim.\n If FALSE, play the full anim once, non-looped.
OscillationDuration=Oscillation Duration
OscillationDuration.tooltip=Duration in seconds of current screen shake. <0 means indefinite, 0 means no oscillation
OscillationBlendInTime=Oscillation Blend In Time
OscillationBlendOutTime=Oscillation Blend Out Time
RotOscillation=Rot Oscillation
RotOscillation.tooltip=Rotational oscillation
LocOscillation=Loc Oscillation
LocOscillation.tooltip=Positional oscillation
FOVOscillation=FOVOscillation
FOVOscillation.tooltip=FOV oscillation
Anim=Anim
Anim.tooltip=Parameters for defining CameraAnim-driven camera shakes
AnimPlayRate=Anim Play Rate
AnimPlayRate.tooltip=Scalar defining how fast to play the anim.
AnimScale=Anim Scale
AnimScale.tooltip=Scalar defining how "intense" to play the anim.
AnimBlendInTime=Anim Blend In Time
AnimBlendInTime.tooltip=Linear blend-in time.
AnimBlendOutTime=Anim Blend Out Time
AnimBlendOutTime.tooltip=Linear blend-out time.
RandomAnimSegmentDuration=Random Anim Segment Duration
RandomAnimSegmentDuration.tooltip=When bRandomAnimSegment=true, this defines how long the anim should play.

[DynamicSpriteComponent]
AnimatedScale=Animated Scale
AnimatedScale.tooltip=Animated Scale. Relative to DrawScale.
AnimatedColor=Animated Color
AnimatedColor.tooltip=Animated color + alpha
AnimatedPosition=Animated Position
AnimatedPosition.tooltip=Animated 2D position (screen space). Relative to StartPosition.
LocationOffset=Location Offset
LocationOffset.tooltip=3D world space offset from Location
LoopCount=Loop Count
LoopCount.tooltip=How many times to loop (-1 = infinite)

[GameAIController]
AITree=AITree
AITree.tooltip=This should point to the AITree in a content package.
AITreeHandle=AITree Handle
bUseAITree=Use AITree
bAILogging=AILogging
bAILogToWindow=AILog To Window
bFlushAILogEachLine=Flush AILog Each Line
bMapBasedLogName=Map Based Log Name
bAIDrawDebug=AIDraw Debug
CommandList=Command List
CommandList.tooltip=Current command stack, with the last element being the currently active (ticked) one
DebugTextMaxLen=Debug Text Max Len
CommandHistory=Command History
CommandHistoryNum=Command History Num
AILogFilter=AILog Filter
AILogFilter.tooltip=List of categories to filter

[GameAICommand]
ChildCommand=Child Command
ChildCommand.tooltip=Current child node executing on top of this command
ChildStatus=Child Status
ChildStatus.tooltip=Exiting status of the last child command to execute
GameAIOwner=Game AIOwner
GameAIOwner.tooltip=Extra reference to the AI this command is being used by
Status=Status
Status.tooltip=Exiting status of this command

[GameCrowdAgent]
Health=Health
Health.tooltip=Current health of agent
DeadBodyDuration=Dead Body Duration
DeadBodyDuration.tooltip=How long dead body stays around
bCheckForObstacles=Check For Obstacles
bCheckForObstacles.tooltip=Whether to have obstacle mesh block agents
bUseNavMeshPathing=Use Nav Mesh Pathing
bUseNavMeshPathing.tooltip=If TRUE, use navmesh for pathing
bAllowPitching=Allow Pitching
bAllowPitching.tooltip=Whether agent is allowed to pitch as he rotates toward his current velocity
bPreferVisibleDestination=Prefer Visible Destination
bPreferVisibleDestination.tooltip=If true, agent will prefer destinations with line of sight to player if starting from non-L.O.S. destination
bPreferVisibleDestinationOnSpawn=Prefer Visible Destination On Spawn
bPreferVisibleDestinationOnSpawn.tooltip=If true, prefer visible destination only for first destination chosen after spawn
bPaused=Paused
ConformType=Conform Type
ConformType.tooltip=How agent conforms to surfaces
ConformTraceDist=Conform Trace Dist
ConformTraceDist.tooltip=How far to trace to conform agent to the bsp/world.
ConformTraceInterval=Conform Trace Interval
ConformTraceInterval.tooltip=Every how many frames the ground conforming line check is done.
AwareRadius=Aware Radius
AwareRadius.tooltip=Controls how far around an agent the system looks when finding the average speed.
AwareUpdateInterval=Aware Update Interval
AwareUpdateInterval.tooltip=Every how many frames the agents 'awareness' is updated (attractors and other agents
AvoidOtherRadius=Avoid Other Radius
AvoidOtherRadius.tooltip=The radius used to check overlap between agents (basically how big an agent is).
AvoidOtherSampleList=Avoid Other Sample List
PENALTY_COEFF_ANGLETOGOAL=PENALTY_COEFF_ANGLETOGOAL
PENALTY_COEFF_ANGLETOVEL=PENALTY_COEFF_ANGLETOVEL
PENALTY_COEFF_MAG=PENALTY_COEFF_MAG
MIN_PENALTY_THRESHOLD=MIN_PENALTY_THRESHOLD
LastProgressTime=Last Progress Time
LastFallbackActiveTime=Last Fallback Active Time
MaxPathLaneValue=Max Path Lane Value
CurrentPathLaneValue=Current Path Lane Value
ExtraPathCost=Extra Path Cost
RotateToTargetSpeed=Rotate To Target Speed
RotateToTargetSpeed.tooltip=When a 'target' action occurs, agent will rotate to face the CrowdAttractor. This controls how fast that turn happens
MaxYawRate=Max Yaw Rate
MaxYawRate.tooltip=Crowd agents rotate to face the direction they are travelling. This value limits how quickly they turn to do this, to avoid them spinning too quickly
MeshMinScale3D=Mesh Min Scale 3D
MeshMinScale3D.tooltip=Min 3D drawscale to apply to the agent mesh
MeshMaxScale3D=Mesh Max Scale 3D
MeshMaxScale3D.tooltip=Max 3D drawscale to apply to the agent mesh
ProximityLODDist=Proximity LODDist
ProximityLODDist.tooltip=Distance to LOD out proximity checks for non-visible agents
VisibleProximityLODDist=Visible Proximity LODDist
VisibleProximityLODDist.tooltip=Distance to LOD out proximity checks for visible agents
GroundOffset=Ground Offset
GroundOffset.tooltip=Distance from ground to agent center (used to adjust foot positioning)
NotVisibleLifeSpan=Not Visible Life Span
NotVisibleLifeSpan.tooltip=how long to wait before killing this agent when it isn't visible
MaxWalkingSpeed=Max Walking Speed
MaxWalkingSpeed.tooltip=Max walking speed (if not using root motion velocity)
MaxRunningSpeed=Max Running Speed
MaxRunningSpeed.tooltip=Max running speed (if not using root motion velocity)
AmbientSoundCue=Ambient Sound Cue
AmbientSoundCue.tooltip=Ambient Sound cue played by this agent
EncounterAgentBehaviors=Encounter Agent Behaviors
EncounterAgentBehaviors.tooltip=Behaviors to choose from when encounter another agent (only if no current behavior)
SeePlayerBehaviors=See Player Behaviors
SeePlayerBehaviors.tooltip=Behaviors to choose from when see player (only if no current behavior)
SeePlayerInterval=See Player Interval
SeePlayerInterval.tooltip=How often see player event can be triggered.  If 0, never retriggers
SpawnBehaviors=Spawn Behaviors
SpawnBehaviors.tooltip=Behaviors to choose from when agent spawns.
PanicBehaviors=Panic Behaviors
PanicBehaviors.tooltip=Behaviors to choose from when agent panicks.
RandomBehaviors=Random Behaviors
RandomBehaviors.tooltip=Behaviors to choose from randomly at RandomBehaviorInterval.
TakeDamageBehaviors=Take Damage Behaviors
TakeDamageBehaviors.tooltip=Behaviors to choose from when the agent takes damage.
RandomBehaviorInterval=Random Behavior Interval
RandomBehaviorInterval.tooltip=Average time between random behavior attempt (only if visible to player and no current behavior)
GroupWaitingBehaviors=Group Waiting Behaviors
GroupWaitingBehaviors.tooltip=Behaviors to choose from when waiting for other group members.
DesiredGroupRadius=Desired Group Radius
DesiredGroupRadius.tooltip=Try to keep Members this close together - probably will be obsolete when have formations
DebugAgentColor=Debug Agent Color
DebugSpawnDest=Debug Spawn Dest

[GameCrowdAgentSkeletal]
SkeletalMeshComponent=Skeletal Mesh Component
SkeletalMeshComponent.tooltip=SkeletalMeshComponent used for crowd member mesh
WalkAnimNames=Walk Anim Names
WalkAnimNames.tooltip=The names of the animation loops to use when moving slowly
RunAnimNames=Run Anim Names
RunAnimNames.tooltip=The name of the animations to use when moving more quickly
IdleAnimNames=Idle Anim Names
IdleAnimNames.tooltip=The name of the animations to use when not moving (and not playing a custom animation)
DeathAnimNames=Death Anim Names
DeathAnimNames.tooltip=Set of possible animation names to play when agent dies
SpeedBlendStart=Speed Blend Start
SpeedBlendStart.tooltip=Below this speed, the walking animation is used (if the AnimTree has a SpeedBlendNode, and not using root motion)
SpeedBlendEnd=Speed Blend End
SpeedBlendEnd.tooltip=Above this speed, the running animation is used. Between this and SpeedBlendStart the animations are blended (if the AnimTree has a SpeedBlendNode, and not using root motion)
AnimVelRate=Anim Vel Rate
AnimVelRate.tooltip=This controls how the animation playback rate changes based on the speed of the agent (if not using root motion)
MaxSpeedBlendChangeSpeed=Max Speed Blend Change Speed
MaxSpeedBlendChangeSpeed.tooltip=Limits how quickly blending between running and walking can happen. (if not using root motion)
MoveSyncGroupName=Move Sync Group Name
MoveSyncGroupName.tooltip=Name of sync group for movement, whose rate is scaled  (if not using root motion)
Attachments=Attachments
Attachments.tooltip=List of sets of meshes to attach to agent.
MaxTargetAcquireTime=Max Target Acquire Time
MaxTargetAcquireTime.tooltip=Maximum time to try to rotate toward a target before playing animation
bUseRootMotionVelocity=Use Root Motion Velocity
bUseRootMotionVelocity.tooltip=If true, clamp velocity based on root motion in movement animations
MaxAnimationDistance=Max Animation Distance
MaxAnimationDistance.tooltip=Maximum distance from camera at which this agent should be animated

[GameCrowdAgentSM]
Mesh=Mesh
MeshColor=Mesh Color

[GameCrowdAgentBehavior]
bIdleBehavior=Idle Behavior
bIdleBehavior.tooltip=If true, agent should idle (not move between destinations)/
bFaceActionTargetFirst=Face Action Target First
bFaceActionTargetFirst.tooltip=If true, must face action target before starting behavior
bIsViralBehavior=Is Viral Behavior
bIsViralBehavior.tooltip=If true, pass on to agents encountered
bPassOnIsViralBehaviorFlag=Pass On Is Viral Behavior Flag
bPassOnIsViralBehaviorFlag.tooltip=So for some behaviors we only want the original agents to be able to pass on the bViralBehavior flag.\n You will want to check for this flag in your specific behavior's event PropagateViralBehaviorTo.  \n \n NOTE: Currently, there is no default implementation of that that we are are all calling super. to utilize that functionality
MaxPlayerDistance=Max Player Distance
MaxPlayerDistance.tooltip=Agent must be within this distance of the player to perform this behavior
DurationOfViralBehaviorPropagation=Duration Of Viral Behavior Propagation
DurationOfViralBehaviorPropagation.tooltip=How long we should propagate the viral behavior.  Basically, you can get into situations where the the behavior will never go away as it\n keeps getting propagated to others over and over and the various timers get started again.

[GameCrowdBehavior_PlayAnimation]
AnimationList=Animation List
AnimationList.tooltip=List of animations to play
BlendInTime=Blend In Time
BlendInTime.tooltip=Time to blend into next animation.
BlendOutTime=Blend Out Time
BlendOutTime.tooltip=Time to blend out of animation.
bUseRootMotion=Use Root Motion
bUseRootMotion.tooltip=Whether to use root motion.
bLookAtPlayer=Look At Player
bLookAtPlayer.tooltip=If true, face player before starting animation.
bLooping=Looping
bLooping.tooltip=If true, loop the animation in the list specified by LoopIndex.
bBlendBetweenAnims=Blend Between Anims
bBlendBetweenAnims.tooltip=Whether should blend between animations in the list.  Set True if they don't match at start/end
LoopIndex=Loop Index
LoopIndex.tooltip=Which animation to loop in AnimationList if bLooping == TRUE
LoopTime=Loop Time
LoopTime.tooltip=How long to loop the animation if bLooping == TRUE, -1.f == infinite

[GameCrowdBehavior_RunFromPanic]
DurationOfPanic=Duration Of Panic
DurationOfPanic.tooltip=How long this Panic will last

[GameCrowdInfoVolume]
PotentialSpawnPoints=Potential Spawn Points
PotentialSpawnPoints.tooltip=List of all GameCrowdDestinations that are PotentialSpawnPoints

[GameCrowdInteractionPoint]
bIsEnabled=Is Enabled
bIsEnabled.tooltip=If this interactionpoint is currently enabled
CylinderComponent=Cylinder Component
CylinderComponent.tooltip=Cylinder component

[GameCrowdDestination]
bKillWhenReached=Kill When Reached
bKillWhenReached.tooltip=If TRUE, kill crowd members when they reach this destination.
bAllowAsPreviousDestination=Allow As Previous Destination
bAllowAsPreviousDestination.tooltip=whether agents previous destination can be used as a destination if in list of NextDestinations
bAvoidWhenPanicked=Avoid When Panicked
bAvoidWhenPanicked.tooltip=Don't go to this destination if panicked
bSkipBehaviorIfPanicked=Skip Behavior If Panicked
bSkipBehaviorIfPanicked.tooltip=Don't perform kismet or custom behavior at this destination if panicked
bFleeDestination=Flee Destination
bFleeDestination.tooltip=Always run toward this destination
bMustReachExactly=Must Reach Exactly
bMustReachExactly.tooltip=Must reach this destination exactly - will force movement when close
bAllowsSpawning=Allows Spawning
bAllowsSpawning.tooltip=True if spawning permitted at this node
bAllowCloudSpawning=Allow Cloud Spawning
bAllowVisibleSpawning=Allow Visible Spawning
bLineSpawner=Line Spawner
bLineSpawner.tooltip=Spawn in a line rather than in a circle.
bSpawnAtEdge=Spawn At Edge
bSpawnAtEdge.tooltip=Whether to spawn agents only at the edge of the circle, or at any point within the circle.
bSoftPerimeter=Soft Perimeter
bSoftPerimeter.tooltip=Whether agent should stop on reach edge of destination radius (if not reach exactly), or have a "soft" perimeter
NextDestinations=Next Destinations
NextDestinations.tooltip=randomly pick from this list of active destinations
QueueHead=Queue Head
QueueHead.tooltip=queue point to use if this destination is at capacity
Capacity=Capacity
Capacity.tooltip=How many agents can simultaneously have this as a destination
Frequency=Frequency
Frequency.tooltip=Adjusts the likelihood of agents to select this destination from list at previous destination
SupportedAgentClasses=Supported Agent Classes
SupportedAgentClasses.tooltip=if set, only agents of this class can use this destination
SupportedArchetypes=Supported Archetypes
SupportedArchetypes.tooltip=if set, agents from this archetype can use this destination
RestrictedAgentClasses=Restricted Agent Classes
RestrictedAgentClasses.tooltip=if set, agents of this class cannot use this destination
RestrictedArchetypes=Restricted Archetypes
RestrictedArchetypes.tooltip=if set, agents from this archetype cannot use this destination
InteractionTag=Interaction Tag
InteractionTag.tooltip=Type of interaction
InteractionDelay=Interaction Delay
InteractionDelay.tooltip=Time before an agent is allowed to attempt this sort of interaction again
ReachedBehaviors=Reached Behaviors
ReachedBehaviors.tooltip=Agents reaching this destination will pick a behavior from this list

[GameCrowdDestinationQueuePoint]
NextQueuePosition=Next Queue Position
NextQueuePosition.tooltip=Position behind this one in line
AverageReactionTime=Average Reaction Time
AverageReactionTime.tooltip=Average pause time before agent reacts to queue movement

[GameCrowdAttractor]
Attraction=Attraction
Attraction.tooltip=How desireable this attractor is.
bAttractionFalloff=Attraction Falloff
bAttractionFalloff.tooltip=If attraction should falloff over the radius

[GameCrowdRepulsor]
Repulsion=Repulsion
Repulsion.tooltip=How repulsive this repulsor is.
bAttractionFalloff=Attraction Falloff
bAttractionFalloff.tooltip=If attraction should falloff over the radius

[GameCrowdPopulationManager]
bDebugSpawns=Debug Spawns
bPauseCrowd=Pause Crowd

[GameExplosion]
bDirectionalExplosion=Directional Explosion
bDirectionalExplosion.tooltip=If TRUE, this will be a "directional" explosion, meaning that all radial effects will be applied only\n  within DirectionalExplosionAngleDeg degrees of the blast's facing direction (which should be supplied via Explode()).
bAllowTeammateCringes=Allow Teammate Cringes
bAllowTeammateCringes.tooltip=True to allow teammates to cringe, regardless of friendly fire setting.
bAttachExplosionEmitterToAttachee=Attach Explosion Emitter To Attachee
bAttachExplosionEmitterToAttachee.tooltip=Whether or not we should attach something to the attachee
bPerformRadialBlurRelevanceCheck=Perform Radial Blur Relevance Check
bPerformRadialBlurRelevanceCheck.tooltip=If true, will perform an EffectIsRelevant check before spawning the radial blur
bCausesFracture=Causes Fracture
bCausesFracture.tooltip=Controls if this explosion will cause fracturing
bAllowPerMaterialFX=Allow Per Material FX
bAllowPerMaterialFX.tooltip=If true, attempt to get effect information from the physical material system.  If false or a physicalmaterial is unavailable, just use the information above.
bParticleSystemIsBeingOverriddenDontUsePhysMatVersion=Particle System Is Being Overridden Dont Use Phys Mat Version
bParticleSystemIsBeingOverriddenDontUsePhysMatVersion.tooltip=So for tagged grenades we need override the particle system but still want material based decals and such.
bUseMapSpecificValues=Use Map Specific Values
bUseMapSpecificValues.tooltip=This tells the explosion to look in the Map's MapSpecific info
bUseOverlapCheck=Use Overlap Check
bOrientCameraShakeTowardsEpicenter=Orient Camera Shake Towards Epicenter
bOrientCameraShakeTowardsEpicenter.tooltip=TRUE to rotate CamShake to play radially relative to the explosion.  Left/Right/Rear will be ignored.
bAutoControllerVibration=Auto Controller Vibration
bAutoControllerVibration.tooltip=TRUE to attempt to automatically do force feedback to match the camera shake
DirectionalExplosionAngleDeg=Directional Explosion Angle Deg
DirectionalExplosionAngleDeg.tooltip=Half-angle, in degrees, of the cone that defines the effective area of a directional explosion.
DamageDelay=Damage Delay
DamageDelay.tooltip=Delay before applying damage after spawning FX, 0.f == no delay
Damage=Damage
Damage.tooltip=Amount of damage done at the epicenter.
DamageRadius=Damage Radius
DamageRadius.tooltip=Damage range.
DamageFalloffExponent=Damage Falloff Exponent
DamageFalloffExponent.tooltip=Defines how damage falls off.  High numbers cause faster falloff, lower (closer to zero) cause slower falloff.  1 is linear.
ActorClassToIgnoreForDamage=Actor Class To Ignore For Damage
ActorClassToIgnoreForDamage.tooltip=The actor class to ignore for damage from this explosion
ActorClassToIgnoreForKnockdownsAndCringes=Actor Class To Ignore For Knockdowns And Cringes
ActorClassToIgnoreForKnockdownsAndCringes.tooltip=The actor class to ignore for knockdowns and cringes from this explosion
MyDamageType=My Damage Type
MyDamageType.tooltip=What damagetype to use
KnockDownRadius=Knock Down Radius
KnockDownRadius.tooltip=radius at which people will be knocked down/ragdolled by the projectile's explosion
KnockDownStrength=Knock Down Strength
KnockDownStrength.tooltip=@fixme, base this on MomentumTransferScale?
CringeRadius=Cringe Radius
CringeRadius.tooltip=radius at which people will cringe from the explosion
CringeDuration=Cringe Duration
CringeDuration.tooltip=duration of the cringe.  X=duration at epicenter, Y=duration at CringeRadius. Values <0 mean use default cringe.
MomentumTransferScale=Momentum Transfer Scale
MomentumTransferScale.tooltip=Percentage of damagetype's momentum to apply.
ParticleEmitterTemplate=Particle Emitter Template
ParticleEmitterTemplate.tooltip=Which particle effect to play.
ExplosionEmitterScale=Explosion Emitter Scale
ExplosionEmitterScale.tooltip=Scalar for increasing/decreasing explosion effect size.
ExplosionSound=Explosion Sound
ExplosionSound.tooltip=Audio to play at explosion time.
ExplosionSoundHurtSomeone=Explosion Sound Hurt Someone
ExplosionSoundHurtSomeone.tooltip=Audio to play at explosion time if at least one pawn got hurt. Does not work for delayed damage. As we typically don't want to delay the explosion sound.
ExploLight=Explo Light
ExploLight.tooltip=Defines the dynamic light cast by the explosion
ExploLightFadeOutTime=Explo Light Fade Out Time
ExploLightFadeOutTime.tooltip=Dynamic Light fade out time, in seconds
ExploRadialBlur=Explo Radial Blur
ExploRadialBlur.tooltip=Defines the blurred region for the explosion
ExploRadialBlurFadeOutTime=Explo Radial Blur Fade Out Time
ExploRadialBlurFadeOutTime.tooltip=Radial blur fade out time, in seconds
ExploRadialBlurMaxBlur=Explo Radial Blur Max Blur
ExploRadialBlurMaxBlur.tooltip=Radial blur max blur amount
FractureMeshRadius=Fracture Mesh Radius
FractureMeshRadius.tooltip=How far away from explosion we break bits off
FracturePartVel=Fracture Part Vel
FracturePartVel.tooltip=How hard to throw broken off pieces
CamShake=Cam Shake
CamShake.tooltip=Shake to play when source is in front of the camera, or when directional variants are unspecified.
CamShake_Left=Cam Shake_ Left
CamShake_Left.tooltip=Anim to play when the source event is to the left of the camera.  If None, CamShake will be used instead.
CamShake_Right=Cam Shake_ Right
CamShake_Right.tooltip=Anim to play when the source event is to the right of the camera.  If None, CamShake will be used instead.
CamShake_Rear=Cam Shake_ Rear
CamShake_Rear.tooltip=Anim to play when the source event is behind of the camera.  If None, CamShake will be used instead.
CamShakeInnerRadius=Cam Shake Inner Radius
CamShakeInnerRadius.tooltip=Radius within which to play full-powered camera shake (will be scaled within radius)
CamShakeOuterRadius=Cam Shake Outer Radius
CamShakeOuterRadius.tooltip=Between inner and outer radii, scale shake from full to zero
CamShakeFalloff=Cam Shake Falloff
CamShakeFalloff.tooltip=Exponent for intensity falloff between inner and outer radii.
CameraLensEffect=Camera Lens Effect
CameraLensEffect.tooltip=Play this CameraLensEffect when ever damage of this type is given.  This will primarily be used by explosions.  But could be used for other impacts too!
CameraLensEffectRadius=Camera Lens Effect Radius
CameraLensEffectRadius.tooltip=This is the radius to play the camera effect on

[GameExplosionActor]
bExplodeMoreThanOnce=Explode More Than Once
bExplodeMoreThanOnce.tooltip=True if this actor can explode more than once and doesn't die after an explosion.\n       Used by placable actors whose explosions are triggered via matinee

[GamePlayerController]
bDebugCrowdAwareness=Debug Crowd Awareness
bDebugCrowdAwareness.tooltip=If TRUE, draw debug info for crowd awareness checks

[MobileInputZone]
Type=Type
Type.tooltip=What type of zone is this.
TouchpadIndex=Touchpad Index
TouchpadIndex.tooltip=Which touchpad this zone will respond to
SlideType=Slide Type
SlideType.tooltip=Determines what type of slide it is
Caption=Caption
Caption.tooltip=For button zones, the Caption property will be displayed in the center of the button
InputKey=Input Key
InputKey.tooltip=Input to send to input subsystem on event (vertical input for analog, can be NAME_None)
HorizontalInputKey=Horizontal Input Key
HorizontalInputKey.tooltip=Input to send for horizontal analog input (can be NAME_None)
TapInputKey=Tap Input Key
TapInputKey.tooltip=Input to send for tap input (e.g. for tap-to-fire)
DoubleTapInputKey=Double Tap Input Key
DoubleTapInputKey.tooltip=Input to send from a double tap
VertMultiplier=Vert Multiplier
VertMultiplier.tooltip=Multiplier to scale the analog vertical input by
HorizMultiplier=Horiz Multiplier
HorizMultiplier.tooltip=Multiplier to scale the analog horizontal input by
Acceleration=Acceleration
Acceleration.tooltip=How much acceleration to apply to Trackball or Joystick movement (0.0 for none, no upper bounds)
Smoothing=Smoothing
Smoothing.tooltip=How much input smoothing to apply to Trackball or Joystick movement (0.0 for none, 1.0 for max)
EscapeVelocityStrength=Escape Velocity Strength
EscapeVelocityStrength.tooltip=How much escape velocity to use for Trackball movement (0.0 for none, 1.0 for max)
bScalePawnMovement=Scale Pawn Movement
bScalePawnMovement.tooltip=If true, this control will use it's "strength" to scale the movement of the pawn
bRelativeX=Relative X
bRelativeX.tooltip=If any of the bReleative vars are true, then the corresponding X/Y/SizeX/SizeY will be consider a percentage of the viewport
bRelativeY=Relative Y
bRelativeSizeX=Relative Size X
bRelativeSizeY=Relative Size Y
bActiveSizeYFromX=Active Size YFrom X
bActiveSizeYFromX.tooltip=If this is true, then ActiveSizeY is relative to ActiveSizeX
bSizeYFromSizeX=Size YFrom Size X
bSizeYFromSizeX.tooltip=If this is true, then SizeX is relative to SizeY
bCenterX=Center X
bCenterX.tooltip=if true, then this zone will be centered around the original X value.  NOTE: X will be updated to reflect it's actual position
bCenterY=Center Y
bCenterY.tooltip=if true, then this zone will be centered around the original Y value.  NOTE: Y will be updated to reflect it's actual position
bIsInvisible=Is Invisible
bIsInvisible.tooltip=Do we draw anything on screen for this zone?
bQuickDoubleTap=Quick Double Tap
bQuickDoubleTap.tooltip=If true, then this double tap will be considered a quick press/release, other wise it's tap and hold
bCenterOnEvent=Center On Event
bCenterOnEvent.tooltip=If true, this zone will have it's "center" set when you touch it, otherwise the center will be set to the center of the zone
bFloatingTiltZone=Floating Tilt Zone
bFloatingTiltZone.tooltip=If true, the tilt zone will float within the SizeX/SizeY
bUseGentleTransitions=Use Gentle Transitions
bUseGentleTransitions.tooltip=If true, the zone will gracefully transition from Inactive to Active and vice-versus.  NOTE: transitions are strickly visual.  A\n    zone becomes active or inactive the moment a touch is applied or removed
bAllowFirstDeltaForTrackballZone=Allow First Delta For Trackball Zone
bAllowFirstDeltaForTrackballZone.tooltip=Unless enabled, the first movement delta for a trackball zone will be ignored.  This is useful for devices with inconsistent 'dead zones' for initial touch deltas, however this will reduce responsiveness of trackball drags slightly.
bRenderGuides=Render Guides
bRenderGuides.tooltip=If true, the zone will render little guide lines for debugging
X=X
X.tooltip=Top left corner
Y=Y
Y.tooltip=Top left corner
SizeX=Size X
SizeX.tooltip=Size of the zone
SizeY=Size Y
SizeY.tooltip=Size of the zone
ActiveSizeX=Active Size X
ActiveSizeX.tooltip=Size of active Zone.  Note if it's set to 0, then SizeX/SizeY will be copied here.  \n    This setting is used when you have a zone that has bCenterOnEvent set and defines the size of \n       zone when it's active
ActiveSizeY=Active Size Y
ActiveSizeY.tooltip=Size of active Zone.  Note if it's set to 0, then SizeX/SizeY will be copied here.  \n    This setting is used when you have a zone that has bCenterOnEvent set and defines the size of \n       zone when it's active
AuthoredGlobalScale=Authored Global Scale
AuthoredGlobalScale.tooltip=This is the scale factor you are authoring for. 2.0 is useful for Retina display resolution (960x640), 1.0 for iPads and older iPhones
Border=Border
Border.tooltip=Border is an invisible region around the zone.  The border is included in hit determination.
ResetCenterAfterInactivityTime=Reset Center After Inactivity Time
ResetCenterAfterInactivityTime.tooltip=If bCenterOnEvent is enabled and this is non zero, the center position will be reset to it's initial center after this period of inactivity
TapDistanceConstraint=Tap Distance Constraint
ActivateTime=Activate Time
ActivateTime.tooltip=How fast should a zone for from active to inactive
DeactivateTime=Deactivate Time
DeactivateTime.tooltip=How fast a zone should go from inactive to active
RenderColor=Render Color
RenderColor.tooltip=Holds the color to use when drawing images
InactiveAlpha=Inactive Alpha
InactiveAlpha.tooltip=Holds the alpha value to use if the zone is inactive
CaptionXAdjustment=Caption XAdjustment
CaptionXAdjustment.tooltip=This is a fixed adjustment that will be added to the zone's caption's X.  It's used to align fonts correctly
CaptionYAdjustment=Caption YAdjustment
CaptionYAdjustment.tooltip=This is a fixed adjustment that will be added to the zone's caption's Y.  It's used to align fonts correctly
OverrideTexture1=Override Texture 1
OverrideTexture1.tooltip=Override texture (for buttons, this is the texture when not clicked; for joystick/trackball, it's the background; for sliders, it's the slider)
OverrideUVs1=Override UVs 1
OverrideUVs1.tooltip=UVs for override texture 1 (in texel units)
OverrideTexture2=Override Texture 2
OverrideTexture2.tooltip=Override texture (for buttons, this is the texture when clicked; for joystick/trackball, it's the 'hat'; for sliders, it's unused)
OverrideUVs2=Override UVs 2
OverrideUVs2.tooltip=UVs for override texture 2 (in texel units)

[MobileMenuObject]
AuthoredGlobalScale=Authored Global Scale
AuthoredGlobalScale.tooltip=This is the scale factor you are authoring for. 2.0 is useful for Retina display resolution (960x640), 1.0 for iPads and older iPhones

[MobileMenuScene]
MenuName=Menu Name
MenuObjects=Menu Objects
SceneCaptionFont=Scene Caption Font
SceneCaptionFont.tooltip=Allows for a single font for all buttons in a scene
InputOwner=Input Owner
InputOwner.tooltip=A reference to the input owner
bSceneDoesNotRequireInput=Scene Does Not Require Input
bRelativeLeft=Relative Left
bRelativeTop=Relative Top
bRelativeWidth=Relative Width
bRelativeHeight=Relative Height
bApplyGlobalScaleLeft=Apply Global Scale Left
bApplyGlobalScaleTop=Apply Global Scale Top
bApplyGlobalScaleWidth=Apply Global Scale Width
bApplyGlobalScaleHeight=Apply Global Scale Height
TouchpadIndex=Touchpad Index
TouchpadIndex.tooltip=Which touchpad this menu will respond to
Left=Left
Left.tooltip=Positions and sizing
Top=Top
Width=Width
Height=Height
AuthoredGlobalScale=Authored Global Scale
AuthoredGlobalScale.tooltip=This is the scale factor you are authoring for. 2.0 is useful for Retina display resolution (960x640), 1.0 for iPads and older iPhones
Opacity=Opacity
Opacity.tooltip=The general opacity of the scene
UITouchSound=UITouch Sound
UITouchSound.tooltip=Holds a reference to the sound to play when a touch occurs in the mobile menu system
UIUnTouchSound=UIUn Touch Sound
UIUnTouchSound.tooltip=Holds a reference to the sound to play when a touch occurs in the mobile menu system

[MobilePlayerInput]
Touches=Touches
MobileInputGroups=Mobile Input Groups
MobileInputGroups.tooltip=Holds a list of available groups
CurrentMobileGroup=Current Mobile Group
CurrentMobileGroup.tooltip=Holds the index of the current group
MobileInputZones=Mobile Input Zones
MobileInputZones.tooltip=Holds a list of mobile input zones.
bSupportsAccelerometer=Supports Accelerometer
bSupportsAccelerometer.tooltip=If True, this mobile input system support an accelerometer
bAllowTouchesInCinematic=Allow Touches In Cinematic
bAllowTouchesInCinematic.tooltip=If true, we want to allow input to occur during a cinematic
bDisableTouchInput=Disable Touch Input
bDisableTouchInput.tooltip=If set to true, then touches will be ignored
bFakeMobileTouches=Fake Mobile Touches
bFakeMobileTouches.tooltip=This will be set in NativeInitializeInputZones if -SimMobile is on the command line.
bDeviceHasGyroscope=Device Has Gyroscope
bDeviceHasGyroscope.tooltip=This will be true if the underlying device has a Gyroscope
bDeviceHasAccelerometer=Device Has Accelerometer
bDeviceHasAccelerometer.tooltip=This will be true if the underlying device has an accelerometer
MobilePitch=Mobile Pitch
MobilePitch.tooltip=Holds the current Tilt value for mobile devices
MobilePitchCenter=Mobile Pitch Center
MobilePitchCenter.tooltip=Holds the center value for the pitch.
MobilePitchMultiplier=Mobile Pitch Multiplier
MobilePitchMultiplier.tooltip=Pitch sensitivity
MobileYaw=Mobile Yaw
MobileYaw.tooltip=Holds the current Yaw value for mobile devices
MobileYawCenter=Mobile Yaw Center
MobileYawCenter.tooltip=Holds the center value for the Yaw.
MobileYawMultiplier=Mobile Yaw Multiplier
MobileYawMultiplier.tooltip=Pitch sensitivity
MobilePitchDeadzoneSize=Mobile Pitch Deadzone Size
MobilePitchDeadzoneSize.tooltip=How much of a dead zone should the pitch have
MobileYawDeadzoneSize=Mobile Yaw Deadzone Size
MobileYawDeadzoneSize.tooltip=How much of a dead zone should the yaw have
MobileDoubleTapTime=Mobile Double Tap Time
MobileDoubleTapTime.tooltip=Used to determine if a touch is a double tap
MobileMinHoldForTap=Mobile Min Hold For Tap
MobileMinHoldForTap.tooltip=You have to hold down a tap at least this long to register it as a tap
MobileTapRepeatTime=Mobile Tap Repeat Time
MobileTapRepeatTime.tooltip=Used to determine how quickly to send repeat events for touch+held
ZoneTimeout=Zone Timeout
ZoneTimeout.tooltip=Holds the amount of time that a zone can go without input before being consider timed out
MobileMenuStack=Mobile Menu Stack
MobileMenuStack.tooltip=This is the menu stack.
NativeDebugString=Native Debug String
NativeDebugString.tooltip=Used for debugging native code
MobileInactiveTime=Mobile Inactive Time
MobileInactiveTime.tooltip=Holds the amount of time the view port has been inactive
DeviceMotionAttitude=Device Motion Attitude
DeviceMotionAttitude.tooltip=Note: We use a vector to describe the attitude of the device.  X = Roll, Y=Pitch, Z=Yaw
DeviceMotionRotationRate=Device Motion Rotation Rate
DeviceMotionRotationRate.tooltip=Note: We use a vector to describe the rotation rate of the device.  X = Roll, Y=Pitch, Z=Yaw
DeviceMotionGravity=Device Motion Gravity
DeviceMotionAcceleration=Device Motion Acceleration
MobileSeqEventHandlers=Mobile Seq Event Handlers
MobileSeqEventHandlers.tooltip=Holds a list of handlers looking to listen in on Motion events
MobileRawInputSeqEventHandlers=Mobile Raw Input Seq Event Handlers
MobileRawInputSeqEventHandlers.tooltip=Holds a list of handlers looking to listen in on raw touch events
DeviceGyroRawData=Device Gyro Raw Data
DeviceGyroRawData.tooltip=this is only valid if bDeviceHasGyroscope is true
DeviceAccelerometerRawData=Device Accelerometer Raw Data
DeviceAccelerometerRawData.tooltip=this is only valid if bDeviceHasAccelerometer is true

[SeqAct_ControlGameMovie]
MovieName=Movie Name
MovieName.tooltip=Which movie to play
StartOfRenderingMovieFrame=Start Of Rendering Movie Frame
StartOfRenderingMovieFrame.tooltip=When the fading in from just audio to audio and video should occur
EndOfRenderingMovieFrame=End Of Rendering Movie Frame
EndOfRenderingMovieFrame.tooltip=When the fading from audio and video to just audio should occur

[SeqAct_Deproject]
ScreenX=Screen X
ScreenX.tooltip=The X location you wish to trace out from
ScreenY=Screen Y
ScreenY.tooltip=The Y location you wish to trace out from
TraceDistance=Trace Distance
TraceDistance.tooltip=How far out should we trace

[SeqAct_GameCrowdPopulationManagerToggle]
WarmupPopulationPct=Warmup Population Pct
WarmupPopulationPct.tooltip=Percentage of max population to immediately spawn when the population manager is toggled on (without respecting visibility checks).  Range is 0.0 to 1.0
bKillAgentsInstantly=Kill Agents Instantly
bKillAgentsInstantly.tooltip=If true, destroy all crowd agents instantly when the population manager is disabled, instead of  letting them die off slowly as they lose relevance
bClearOldArchetypes=Clear Old Archetypes
bClearOldArchetypes.tooltip=If true, clear old population manager archetype list rather than adding to it with this toggle action's CrowdAgentList.
bEnableCrowdLightEnvironment=Enable Crowd Light Environment
bEnableCrowdLightEnvironment.tooltip=Whether to enable the light environment on crowd members.
bCastShadows=Cast Shadows
bCastShadows.tooltip=Whether agents from this spawner should cast shadows
bForceNavMeshPathing=Force Nav Mesh Pathing
bForceNavMeshPathing.tooltip=If true, force nav mesh navigation for all agents from this spawner
CrowdAgentList=Crowd Agent List
CrowdAgentList.tooltip=List of Archetypes of agents for pop manager to spawn when this is toggled on
MaxAgents=Max Agents
MaxAgents.tooltip=The maximum number of agents alive at one time.
SpawnRate=Spawn Rate
SpawnRate.tooltip=How many agents per second will be spawned at the target actor(s).
MaxSpawnDist=Max Spawn Dist
MaxSpawnDist.tooltip=Max distance allowed for spawns
NumAgentsToTickPerFrame=Num Agents To Tick Per Frame

[SeqAct_MobileAddInputZones]
ZoneName=Zone Name
ZoneName.tooltip=Name for this zone, it will be used in Kismet zone input events
NewZone=New Zone
NewZone.tooltip=All the details needed to set up a zone

[SeqAct_MobileRemoveInputZone]
ZoneName=Zone Name

[SeqAct_ModifyProperty]
Properties=Properties
Properties.tooltip=List of properties that can be modified

[SeqAct_PlayAgentAnimation]
AnimationList=Animation List
AnimationList.tooltip=List of animations to play while at this node
BlendInTime=Blend In Time
BlendOutTime=Blend Out Time
bUseRootMotion=Use Root Motion
bFaceActionTargetFirst=Face Action Target First
bFaceActionTargetFirst.tooltip=If true, face action target before starting animation
bLooping=Looping
bLooping.tooltip=If true, loop the last animation in the list forever
bBlendBetweenAnims=Blend Between Anims
bBlendBetweenAnims.tooltip=Whether should blend between animations in the list.  Set True if they don't match at start/end
LoopIndex=Loop Index
LoopIndex.tooltip=Which animation to loop in AnimationList if bLooping == TRUE
LoopTime=Loop Time
LoopTime.tooltip=How long to loop the animation if bLooping == TRUE, -1.f == infinite

[SeqEvent_HudRender]
Targets=Targets
Targets.tooltip=List of objects to call the handler function on
bIsActive=Is Active
AuthoredGlobalScale=Authored Global Scale
AuthoredGlobalScale.tooltip=This is the scale factor you are authoring for. 2.0 is useful for Retina display resolution (960x640), 1.0 for iPads and older iPhones

[SeqEvent_MobileZoneBase]
TargetZoneName=Target Zone Name
TargetZoneName.tooltip=Holds the name of the zone we want to be assoicated with

[SeqEvent_MobileButton]
bSendPressedOnlyOnTouchDown=Send Pressed Only On Touch Down
bSendPressedOnlyOnTouchDown.tooltip=If TRUE, the Input Pressed output will only trigger when a touch first happens, not every frame
bSendPressedOnlyOnTouchUp=Send Pressed Only On Touch Up
bSendPressedOnlyOnTouchUp.tooltip=If TRUE, the Input Pressed output will only trigger when a touch ends, not every frame. MAKE SURE RETRIGGER DELAY IS 0!!!

[SeqEvent_MobileRawInput]
TouchIndex=Touch Index
TouchIndex.tooltip=Holds the index in to the multi-touch array that we wish to manage.
TouchpadIndex=Touchpad Index

[SeqEvent_MobileObjectPicker]
TraceDistance=Trace Distance
TraceDistance.tooltip=How far should this object track out to hit something
bCheckonTouch=Checkon Touch
bCheckonTouch.tooltip=Should we check on touch/move as well
Targets=Targets
Targets.tooltip=List of objects that we are looking for touches on

[SeqEvent_MobileSwipe]
Tolerance=Tolerance
Tolerance.tooltip=How much tolerance should we give the weak axis in order to consider it a swipe
MinDistance=Min Distance
MinDistance.tooltip=How far does the touch need to travel in order to be consider a swipe
TouchedActors=Touched Actors
TouchedActors.tooltip=A list of actors that were passed over when the swipe occured
TraceDistance=Trace Distance
TraceDistance.tooltip=How far should this object track out to hit something

[GameSkelCtrl_Recoil]
bBoneSpaceRecoil=Bone Space Recoil
bBoneSpaceRecoil.tooltip=If TRUE, Aim is ignored, and recoil is just applied in the local bone space.
bPlayRecoil=Play Recoil
bPlayRecoil.tooltip=variable to play recoil
Recoil=Recoil
Recoil.tooltip=Recoil Information
Aim=Aim

[GameThirdPersonCamera]
WorstLocPenetrationExtentScale=Worst Loc Penetration Extent Scale
WorstLocPenetrationExtentScale.tooltip=camera extent scale to use when calculating penetration for this segment
PenetrationBlendOutTime=Penetration Blend Out Time
PenetrationBlendOutTime.tooltip=Time to transition from blocked location to ideal position, after camera collision with geometry.
PenetrationBlendInTime=Penetration Blend In Time
PenetrationBlendInTime.tooltip=Time to transition from ideal location to blocked position, after camera collision with geometry. (used only by predictive feelers)
PenetrationExtentScale=Penetration Extent Scale
PenetrationExtentScale.tooltip=camera extent scale to use when calculating penetration for this segment
OriginOffsetInterpSpeed=Origin Offset Interp Speed
OriginOffsetInterpSpeed.tooltip=origin offset interpolation speed
ThirdPersonCamDefault=Third Person Cam Default
ThirdPersonCamDefault.tooltip=Base camera position when walking
ThirdPersonCamDefaultClass=Third Person Cam Default Class
CurrentCamMode=Current Cam Mode
CurrentCamMode.tooltip=Current GearCam Mode
Focus_BackOffStrength=Focus_ Back Off Strength
Focus_BackOffStrength.tooltip=move back pct based on move up
Focus_StepHeightAdjustment=Focus_ Step Height Adjustment
Focus_StepHeightAdjustment.tooltip=Z offset step for every try
Focus_MaxTries=Focus_ Max Tries
Focus_MaxTries.tooltip=number of tries to have focus in view
Focus_FastAdjustKickInTime=Focus_ Fast Adjust Kick In Time
Focus_FastAdjustKickInTime.tooltip=time it takes for fast interpolation speed to kick in
FocusPoint=Focus Point
FocusPoint.tooltip=current focus point
bDrawDebug=Draw Debug
bDrawDebug.tooltip=toggles debug mode
bDebugChangedCameraMode=Debug Changed Camera Mode
bDebugChangedCameraMode.tooltip=Change in camera mode happened this frame - reset on first call to PlayerUpdateCamera
DirectLookInterpSpeed=Direct Look Interp Speed
WorstLocInterpSpeed=Worst Loc Interp Speed
PenetrationAvoidanceFeelers=Penetration Avoidance Feelers

[GamePlayerCamera]
ThirdPersonCam=Third Person Cam
ThirdPersonCam.tooltip=Implements typical third person camera.
ThirdPersonCameraClass=Third Person Camera Class
ThirdPersonCameraClass.tooltip=Class to use for third person camera.
FixedCam=Fixed Cam
FixedCam.tooltip=Implements fixed camera, used for viewing through pre-placed camera actors.
FixedCameraClass=Fixed Camera Class
FixedCameraClass.tooltip=Class to use for third person camera.
CurrentCamera=Current Camera
CurrentCamera.tooltip=Which camera is currently active.
SplitScreenShakeScale=Split Screen Shake Scale
SplitScreenShakeScale.tooltip=Scalar applied to all screen shakes in splitscreen. Normally used to dampen, since shakes feel more intense in a smaller viewport.

[GameThirdPersonCameraMode]
FOVAngle=FOVAngle
FOVAngle.tooltip=FOV for camera to use
BlendTime=Blend Time
BlendTime.tooltip=Blend Time to and from this view mode
bLockedToViewTarget=Locked To View Target
bLockedToViewTarget.tooltip=True if, while in this mode, the camera should be tied to the viewtarget rotation.\n This is typical for the normal walking-around camera, since the controls rotate the controller\n and the camera follows.  This can be false if you want free control of the camera, independent\n of the viewtarget's orient -- we use this for vehicles.  Note that if this is false,
bDirectLook=Direct Look
bDirectLook.tooltip=True if, while in this mode, looking around should be directly mapped to stick position\n as opposed to relative to previous camera positions.
bFollowTarget=Follow Target
bFollowTarget.tooltip=True if, while in this mode, the camera should interpolate towards a following position\n in relation to the target and it's motion.  Ignored if bLockedToViewTarget is set to true.
bInterpLocation=Interp Location
bInterpLocation.tooltip=True means camera will attempt to smoothly interpolate to its new position.  False will snap it to it's new position.
bUsePerAxisOriginLocInterp=Use Per Axis Origin Loc Interp
bUsePerAxisOriginLocInterp.tooltip=This is a special case of origin location interpolation. If true, interpolaton will be done on each axis independently, with the specified speeds.\n  Ignored if bInterpLocation is false.
bInterpRotation=Interp Rotation
bInterpRotation.tooltip=True means camera will attempt to smoothly interpolate to its new rotation.  False will snap it to it's new rotation.
bRotInterpSpeedConstant=Rot Interp Speed Constant
bRotInterpSpeedConstant.tooltip=Whether rotation interpolation happens at constant speed or not
bDoPredictiveAvoidance=Do Predictive Avoidance
bDoPredictiveAvoidance.tooltip=True to turn do predictive camera avoidance, false otherwise
bValidateWorstLoc=Validate Worst Loc
bValidateWorstLoc.tooltip=TRUE to do a raytrace from camera base loc to worst loc, just to be sure it's cool.  False to skip it
bSkipCameraCollision=Skip Camera Collision
bSkipCameraCollision.tooltip=If TRUE, all camera collision is disabled
bSmoothViewOffsetPitchChanges=Smooth View Offset Pitch Changes
bSmoothViewOffsetPitchChanges.tooltip=TRUE to smooth the interp between high/mid/low, false to blend linearly between high <-> mid <-> low
bApplyDeltaViewOffset=Apply Delta View Offset
bApplyDeltaViewOffset.tooltip=whether delta or actual view offset should be applied to the camera location
bAdjustDOF=Adjust DOF
bAdjustDOF.tooltip=Optional parameters for DOF adjustments.
bInterpViewOffsetOnlyForCamTransition=Interp View Offset Only For Cam Transition
bInterpViewOffsetOnlyForCamTransition.tooltip=If TRUE ViewOffset will only be interpolated between camera mode transitions, and then be instantaneous
FollowingInterpSpeed_Pitch=Following Interp Speed_ Pitch
FollowingInterpSpeed_Pitch.tooltip=* How fast the camera should track to follow behind the viewtarget.  0.f for no following.\n * Only used if bLockedToViewTarget is FALSE
FollowingInterpSpeed_Yaw=Following Interp Speed_ Yaw
FollowingInterpSpeed_Roll=Following Interp Speed_ Roll
FollowingCameraVelThreshold=Following Camera Vel Threshold
FollowingCameraVelThreshold.tooltip=Actual following interp speed gets scaled from FollowingInterpSpeed to zero between velocities of this value and zero.
OriginLocInterpSpeed=Origin Loc Interp Speed
OriginLocInterpSpeed.tooltip=Controls interpolation speed of location for camera origin.  Ignored if bInterpLocation is false.
PerAxisOriginLocInterpSpeed=Per Axis Origin Loc Interp Speed
OriginRotInterpSpeed=Origin Rot Interp Speed
OriginRotInterpSpeed.tooltip=Controls interpolation speed of rotation for the camera origin.  Ignored if bInterpRotation is false.
StrafeLeftAdjustment=Strafe Left Adjustment
StrafeLeftAdjustment.tooltip=Adjustment vector to apply to camera view offset when target is strafing to the left
StrafeRightAdjustment=Strafe Right Adjustment
StrafeRightAdjustment.tooltip=Adjustment vector to apply to camera view offset when target is strafing to the right
StrafeOffsetScalingThreshold=Strafe Offset Scaling Threshold
StrafeOffsetScalingThreshold.tooltip=Velocity at (and above) which the full adjustment should be applied.
StrafeOffsetInterpSpeedIn=Strafe Offset Interp Speed In
StrafeOffsetInterpSpeedIn.tooltip=Interpolation speed for interpolating to a NONZERO strafe offsets.  Higher is faster/tighter interpolation.
StrafeOffsetInterpSpeedOut=Strafe Offset Interp Speed Out
StrafeOffsetInterpSpeedOut.tooltip=Interpolation speed for interpolating to a ZERO strafe offset.  Higher is faster/tighter interpolation.
RunFwdAdjustment=Run Fwd Adjustment
RunFwdAdjustment.tooltip=Adjustment vector to apply to camera view offset when target is moving forward
RunBackAdjustment=Run Back Adjustment
RunBackAdjustment.tooltip=Adjustment vector to apply to camera view offset when target is moving backward
RunOffsetScalingThreshold=Run Offset Scaling Threshold
RunOffsetScalingThreshold.tooltip=Velocity at (and above) which the full adjustment should be applied.
RunOffsetInterpSpeedIn=Run Offset Interp Speed In
RunOffsetInterpSpeedIn.tooltip=Interpolation speed for interpolating to a NONZERO offset.  Higher is faster/tighter interpolation.
RunOffsetInterpSpeedOut=Run Offset Interp Speed Out
RunOffsetInterpSpeedOut.tooltip=Interpolation speed for interpolating to a ZERO offset.  Higher is faster/tighter interpolation.
WorstLocOffset=Worst Loc Offset
WorstLocOffset.tooltip=An offset from the location of the viewtarget, in the viewtarget's local space.\n  Used to calculate the "worst case" camera location, which is where the camera should retreat to\n  if tightly obstructed.
TargetRelativeCameraOriginOffset=Target Relative Camera Origin Offset
TargetRelativeCameraOriginOffset.tooltip=Offset, in the camera target's local space, from the camera target to the camera's origin.
ViewOffset=View Offset
ViewOffset.tooltip=contains offsets from camera target to camera loc
ViewOffset_ViewportAdjustments=View Offset_ Viewport Adjustments
ViewOffset_ViewportAdjustments.tooltip=viewoffset adjustment vectors for each possible viewport type, so the game looks close to the same in each
DOF_FalloffExponent=DOF_Falloff Exponent
DOF_BlurKernelSize=DOF_Blur Kernel Size
DOF_FocusInnerRadius=DOF_Focus Inner Radius
DOF_MaxNearBlurAmount=DOF_Max Near Blur Amount
DOF_MaxFarBlurAmount=DOF_Max Far Blur Amount
DOFDistanceInterpSpeed=DOFDistance Interp Speed
DOFTraceExtent=DOFTrace Extent
DOF_RadiusFalloff=DOF_Radius Falloff
DOF_RadiusFalloff.tooltip=Maps out how the DOF inner radius changes over distance.
DOF_RadiusRange=DOF_Radius Range
DOF_RadiusDistRange=DOF_Radius Dist Range
OffsetAdjustmentInterpSpeed=Offset Adjustment Interp Speed
OffsetAdjustmentInterpSpeed.tooltip=We optionally interpolate the results of AdjustViewOffset() to prevent pops when a cameramode changes its adjustment suddenly.

[GameThirdPersonCameraMode_Default]
WorstLocAimingZOffset=Worst Loc Aiming ZOffset
WorstLocAimingZOffset.tooltip=Z adjustment to camera worst location if target pawn is in aiming stance
TemporaryOriginRotInterpSpeed=Temporary Origin Rot Interp Speed

[GFxMoviePlayer]
RenderTexture=Render Texture
RenderTexture.tooltip=Texture that the movie should be rendered to.  If NULL, the movie will be rendered to the frame buffer.
SoundThemes=Sound Themes
SoundThemes.tooltip=Stores an array of bindings between sound theme names and actual UISoundThemes

[GFxRawData]
ReferencedSwfs=Referenced Swfs
ReferencedSwfs.tooltip=A list of weak references to Swfs needed by this SwfMovie
References=References
UserReferences=User References

[SwfMovie]
bUsesFontlib=Uses Fontlib
bSetSRGBOnImportedTextures=Set SRGBOn Imported Textures
bSetSRGBOnImportedTextures.tooltip=Mark textures as sRGB when importing.
bPackTextures=Pack Textures
SourceFile=Source File
PackTextureSize=Pack Texture Size
TextureRescale=Texture Rescale
TextureFormat=Texture Format
SourceFileTimestamp=Source File Timestamp
SourceFileTimestamp.tooltip=Date/Time-stamp of the file from the last import

[GFxAction_CloseMovie]
bUnload=Unload

[GFxAction_GetVariable]
Variable=Variable

[GFxAction_Invoke]
MethodName=Method Name
Arguments=Arguments

[GFxAction_OpenMovie]
Movie=Movie
Movie.tooltip=Swf Movie data to use
MoviePlayerClass=Movie Player Class
MoviePlayerClass.tooltip=Type of movie player to use
bTakeFocus=Take Focus
bTakeFocus.tooltip=if true, focus on load
bCaptureInput=Capture Input
bCaptureInput.tooltip=if true, capture input
bStartPaused=Start Paused
bStartPaused.tooltip=if true, start paused
bDisplayWithHudOff=Display With Hud Off
bDisplayWithHudOff.tooltip=Whether to display the movie even if the HUD is turned off
RenderTextureMode=Render Texture Mode
RenderTextureMode.tooltip=Use RTM_Alpha with BLEND_Translucent, doesn't support add.  Use RTM_AlphaComposite with BLEND_AlphaComposite.
RenderTexture=Render Texture
RenderTexture.tooltip=If set, movie will be played on this RenderTexture
CaptureKeys=Capture Keys
FocusIgnoreKeys=Focus Ignore Keys

[GFxAction_SetCaptureKeys]
CaptureKeys=Capture Keys

[GFxAction_SetVariable]
Variable=Variable

[GFxEvent_FSCommand]
Movie=Movie
Movie.tooltip=Swf Movie data to use.
FSCommand=FSCommand
FSCommand.tooltip=name of fscommand to trigger on

[CubeBuilder]
X=X
Y=Y
Z=Z
WallThickness=Wall Thickness
GroupName=Group Name
Hollow=Hollow
Tessellated=Tessellated

[CascadeConfiguration]
ModuleMenu_TypeDataToBaseModuleRejections=Module Menu_ Type Data To Base Module Rejections
ModuleMenu_TypeDataToBaseModuleRejections.tooltip=TypeData-to-base module mappings.\n       These will disallow complete 'sub-menus' depending on the TypeData utilized.
ModuleMenu_TypeDataToSpecificModuleRejections=Module Menu_ Type Data To Specific Module Rejections
ModuleMenu_TypeDataToSpecificModuleRejections.tooltip=Module-to-TypeData mappings.
ModuleMenu_ModuleRejections=Module Menu_ Module Rejections
ModuleMenu_ModuleRejections.tooltip=Modules that Cascade should ignore in the menu system.

[CascadeOptions]
bShowModuleDump=Show Module Dump
bUseSubMenus=Use Sub Menus
bUseSpaceBarReset=Use Space Bar Reset
bUseSpaceBarResetInLevel=Use Space Bar Reset In Level
bShowGrid=Show Grid
bShowParticleCounts=Show Particle Counts
bShowParticleEvents=Show Particle Events
bShowParticleTimes=Show Particle Times
bShowParticleDistance=Show Particle Distance
bShowFloor=Show Floor
bUseSlimCascadeDraw=Use Slim Cascade Draw
bUseSlimCascadeDraw.tooltip=If TRUE, use the 'slimline' module drawing method in cascade.
bCenterCascadeModuleText=Center Cascade Module Text
bCenterCascadeModuleText.tooltip=If TRUE, center the module name and buttons in the module box.
BackgroundColor=Background Color
Empty_Background=Empty_ Background
Emitter_Background=Emitter_ Background
Emitter_Unselected=Emitter_ Unselected
Emitter_Selected=Emitter_ Selected
ModuleColor_General_Unselected=Module Color_ General_ Unselected
ModuleColor_General_Selected=Module Color_ General_ Selected
ModuleColor_TypeData_Unselected=Module Color_ Type Data_ Unselected
ModuleColor_TypeData_Selected=Module Color_ Type Data_ Selected
ModuleColor_Beam_Unselected=Module Color_ Beam_ Unselected
ModuleColor_Beam_Selected=Module Color_ Beam_ Selected
ModuleColor_Trail_Unselected=Module Color_ Trail_ Unselected
ModuleColor_Trail_Selected=Module Color_ Trail_ Selected
ModuleColor_Spawn_Unselected=Module Color_ Spawn_ Unselected
ModuleColor_Spawn_Selected=Module Color_ Spawn_ Selected
ModuleColor_Required_Unselected=Module Color_ Required_ Unselected
ModuleColor_Required_Selected=Module Color_ Required_ Selected
ModuleColor_Event_Unselected=Module Color_ Event_ Unselected
ModuleColor_Event_Selected=Module Color_ Event_ Selected
GridColor_Hi=Grid Color_ Hi
GridColor_Low=Grid Color_ Low
GridPerspectiveSize=Grid Perspective Size
FloorMesh=Floor Mesh
FloorPosition=Floor Position
FloorRotation=Floor Rotation
FloorScale=Floor Scale
FloorScale3D=Floor Scale 3D
PostProcessChainName=Post Process Chain Name
ShowPPFlags=Show PPFlags
SlimCascadeDrawHeight=Slim Cascade Draw Height
SlimCascadeDrawHeight.tooltip=The height to use for the 'slimline' module drawing method in cascade.
Cascade_MouseMoveThreshold=Cascade_ Mouse Move Threshold
Cascade_MouseMoveThreshold.tooltip=The number of units the mouse must move before considering the module as dragged.
MotionModeRadius=Motion Mode Radius
MotionModeRadius.tooltip=The radius of the motion mode

[ColladaFactory]
bImportAsSkeletalMesh=Import As Skeletal Mesh
bImportAsSkeletalMesh.tooltip=If enabled, import the mesh as a skeletal mesh; if not enabled, import the mesh as a static mesh

[CurveEdOptions]
MinViewRange=Min View Range
MaxViewRange=Max View Range
BackgroundColor=Background Color
LabelColor=Label Color
SelectedLabelColor=Selected Label Color
GridColor=Grid Color
GridTextColor=Grid Text Color
LabelBlockBkgColor=Label Block Bkg Color
SelectedKeyColor=Selected Key Color

[CurveEdPreset_CosWave]
Frequency=Frequency
Frequency.tooltip=The frequency of the wave
Scale=Scale
Scale.tooltip=The scale of the wave
Offset=Offset
Offset.tooltip=The offset of the wave

[CurveEdPreset_LinearDecay]
StartDecay=Start Decay
StartValue=Start Value
EndDecay=End Decay
EndValue=End Value

[CurveEdPreset_SineWave]
Frequency=Frequency
Frequency.tooltip=The frequency of the wave
Scale=Scale
Scale.tooltip=The scale of the wave
Offset=Offset
Offset.tooltip=The offset of the wave

[CurveEdPreset_UserSet]
UserCurve=User Curve

[EditorEngine]
GridEnabled=Grid Enabled
GridEnabled.tooltip=Grid.
SnapScaleEnabled=Snap Scale Enabled
SnapVertices=Snap Vertices
ScaleGridSize=Scale Grid Size
ScaleGridSize.tooltip=Integer percentage amount to snap scaling to.
SnapDistance=Snap Distance
GridSizes=Grid Sizes
GridSizes.tooltip=FEditorConstraints::MAX_GRID_SIZES = 11 in native code
CurrentGridSz=Current Grid Sz
CurrentGridSz.tooltip=Index into GridSizes Rotation grid.
RotGridEnabled=Rot Grid Enabled
RotGridSize=Rot Grid Size
UseSizingBox=Use Sizing Box
UseSizingBox.tooltip=END FEditorConstraints Advanced.
UseAxisIndicator=Use Axis Indicator
FOVAngle=FOVAngle
GodMode=God Mode
AutoSaveDir=Auto Save Dir
AutoSaveDir.tooltip=The location to autosave to.
InvertwidgetZAxis=Invertwidget ZAxis
GameCommandLine=Game Command Line
EditPackages=Edit Packages
EditPackages.tooltip=the list of package names to compile when building scripts
EditPackagesInPath=Edit Packages In Path
EditPackagesInPath.tooltip=the base directory to use for finding .uc files to compile
EditPackagesOutPath=Edit Packages Out Path
EditPackagesOutPath.tooltip=the directory to save compiled .u files to
FRScriptOutputPath=FRScript Output Path
FRScriptOutputPath.tooltip=the directory to save compiled .u files to when script is compiled with the -FINAL_RELEASE switch
AlwaysShowTerrain=Always Show Terrain
AlwaysShowTerrain.tooltip=If TRUE, always show the terrain in the overhead 2D view.
UseActorRotationGizmo=Use Actor Rotation Gizmo
UseActorRotationGizmo.tooltip=If TRUE, use the gizmo for rotating actors.
bShowBrushMarkerPolys=Show Brush Marker Polys
bShowBrushMarkerPolys.tooltip=If TRUE, show translucent marker polygons on the builder brush and volumes.
bUseMayaCameraControls=Use Maya Camera Controls
bUseMayaCameraControls.tooltip=If TRUE, use Maya camera controls.
bPrefabsLocked=Prefabs Locked
bPrefabsLocked.tooltip=If TRUE, parts of prefabs cannot be individually selected/edited.
bEnableSocketSnapping=Enable Socket Snapping
bEnableSocketSnapping.tooltip=If TRUE, socket snapping is enabled in the main level viewports.
bBuildReachSpecs=Build Reach Specs
bBuildReachSpecs.tooltip=If TRUE, determines if reachspecs should be built for this level's pathnodes (may not be necessary if using navmesh)
InEditorGameURLOptions=In Editor Game URLOptions
InEditorGameURLOptions.tooltip=Additional per-user/per-game options set in the .ini file. Should be in the form "?option1=X?option2?option3=Y"

[EditorUserSettings]
bAutoSaveEnable=Auto Save Enable
bAutoSaveEnable.tooltip=Whether to automatically save after a time interval
bAutoSaveMaps=Auto Save Maps
bAutoSaveMaps.tooltip=Whether to automatically save maps during an autosave
bAutoSaveContent=Auto Save Content
bAutoSaveContent.tooltip=Whether to automatically save content packages during an autosave
bAutoloadCheckedOutPackages=Autoload Checked Out Packages
bAutoloadCheckedOutPackages.tooltip=Controls whether packages which are checked-out are automatically fully loaded at startup
bSuppressFullyLoadPrompt=Suppress Fully Load Prompt
bSuppressFullyLoadPrompt.tooltip=If this is true, the user will not be asked to fully load a package before saving or before creating a new object
bAllowSelectTranslucent=Allow Select Translucent
bAllowSelectTranslucent.tooltip=True if user should be allowed to select translucent objects in perspective viewports
bOnlyLoadVisibleLevelsInPIE=Only Load Visible Levels In PIE
bOnlyLoadVisibleLevelsInPIE.tooltip=True if Play In Editor should only load currently-visible levels in PIE
bStrictBoxSelection=Strict Box Selection
bStrictBoxSelection.tooltip=True if ortho-viewport box selection requires objects to be fully encompassed by the selection box to be selected
bPromptForCheckoutOnPackageModification=Prompt For Checkout On Package Modification
bPromptForCheckoutOnPackageModification.tooltip=Whether to automatically prompt for SCC checkout on package modification
bEnableRealTimeAudio=Enable Real Time Audio
bEnableRealTimeAudio.tooltip=If true audio will be enabled in the editor. Does not affect PIE
bUpdateActorsInGridLevelsImmediately=Update Actors In Grid Levels Immediately
bUpdateActorsInGridLevelsImmediately.tooltip=True if we should move actors to their appropriate grid volume levels immediately after most operations
bAutoRestartReimportedFlashMovies=Auto Restart Reimported Flash Movies
bAutoRestartReimportedFlashMovies.tooltip=True if we should automatically restart playback Flash Movies that are reimported in the editor
bAutoReimportTextures=Auto Reimport Textures
bAutoReimportTextures.tooltip=True if we should automatically reimport textures when a change to source content is detected
bAutoReimportApexAssets=Auto Reimport Apex Assets
bAutoReimportApexAssets.tooltip=True if we should automatically reimport apex assets when a change to source content is detected
bUseLinkedOrthographicViewports=Use Linked Orthographic Viewports
bUseLinkedOrthographicViewports.tooltip=If checked all orthographic viewports are linked to the same position and move together
bEnableShowFlagsShortcut=Enable Show Flags Shortcut
bEnableShowFlagsShortcut.tooltip=If checked all show flags are more easily available in a menu straight off the viewport toolbar.
bStartInRealtimeMode=Start In Realtime Mode
bStartInRealtimeMode.tooltip=If true perspective viewports will default to realtime mode.
bLoadSimpleLevelAtStartup=Load Simple Level At Startup
bLoadSimpleLevelAtStartup.tooltip=Whether to load a simple example map at startup
bEnableViewportHoverFeedback=Enable Viewport Hover Feedback
bEnableViewportHoverFeedback.tooltip=Enables real-time hover feedback when mousing over objects in editor viewports
bEnableViewportCameraToUpdateFromPIV=Enable Viewport Camera To Update From PIV
bEnableViewportCameraToUpdateFromPIV.tooltip=Enables the editor perspective camera to be dropped at the last PlayInViewport cam position
AutoSaveTimeMinutes=Auto Save Time Minutes
AutoSaveTimeMinutes.tooltip=The time interval after which to auto save
FlightCameraControlType=Flight Camera Control Type
FlightCameraControlType.tooltip=Enable the use of flight camera controls under various circumstances
AspectRatioAxisConstraint=Aspect Ratio Axis Constraint
AspectRatioAxisConstraint.tooltip=How to constrain perspective viewport FOV
PreviewThumbnailBackgroundColor=Preview Thumbnail Background Color
PreviewThumbnailBackgroundColor.tooltip=The background color for material preview thumbnails in Generic Browser
PreviewThumbnailTranslucentMaterialBackgroundColor=Preview Thumbnail Translucent Material Background Color
PreviewThumbnailTranslucentMaterialBackgroundColor.tooltip=The background color for translucent material preview thumbnails in Generic Browser
EditorVolumeLevel=Editor Volume Level
EditorVolumeLevel.tooltip=Global volume setting for the editor

[FbxFactory]
Import Options=Import  Options

[FbxImportUI]
MeshTypeToImport=Mesh Type To Import
MeshTypeToImport.tooltip=Type of asset to import from the FBX file
bOverrideFullName=Override Full Name
bOverrideFullName.tooltip=Use the string in "Name" field as full name of mesh. The option only works when the scene contains one mesh.
bImportMeshLODs=Import Mesh LODs
bImportMeshLODs.tooltip=Enables importing of mesh LODs from FBX LOD groups, if present in the FBX file
bOverrideTangents=Override Tangents
bOverrideTangents.tooltip=Override the normals/tangents data if the mesh has any.
bImportMorphTargets=Import Morph Targets
bImportMorphTargets.tooltip=True to import morph target meshes from the FBX file
bImportAnimations=Import Animations
bImportAnimations.tooltip=True to import animations from the FBX File
bImportRigidAnimation=Import Rigid Animation
bImportRigidAnimation.tooltip=Enables importing of 'rigid animation' (unskinned, hierarchy-based animation) from this FBX file
bResampleAnimations=Resample Animations
bResampleAnimations.tooltip=Enable this option to resample imported animation at 30 frames per second
bUseT0AsRefPose=Use T0As Ref Pose
bUseT0AsRefPose.tooltip=Enable this option to use frame 0 as reference pose
bSplitNonMatchingTriangles=Split Non Matching Triangles
bSplitNonMatchingTriangles.tooltip=If checked, triangles with non-matching smoothing groups will be physically split.
bCombineMeshes=Combine Meshes
bCombineMeshes.tooltip=For static meshes, enabling this option will combine all meshes in the FBX into a single monolithic mesh in Unreal
bExplicitNormals=Explicit Normals
bExplicitNormals.tooltip=For static meshes, enabling this option will read normals from the FBX file instead of calculating them.
bRemoveDegenerates=Remove Degenerates
bRemoveDegenerates.tooltip=Disabling this option will keep degenerate triangles found.  In general you should leave this option on.
bImportMaterials=Import Materials
bImportMaterials.tooltip=Whether to automatically create Unreal materials for materials found in the FBX scene
bImportTextures=Import Textures
bImportTextures.tooltip=The option works only when option "Import Material" is OFF. If "Import Material" is ON, textures are always imported.
bInvertNormalMaps=Invert Normal Maps
bInvertNormalMaps.tooltip=If either importing of textures (or materials) is enabled, this option will cause normal map values to be inverted
bAutoCreateGroups=Auto Create Groups
bAutoCreateGroups.tooltip=If enabled, materials and textures will be imported into sub-groups named "Materials" or "Textures"

[ReimportFbxSkeletalMeshFactory]
Import Options=Import  Options

[TextureFactory]
MipGenSettings=Mip Gen Settings
MipGenSettings.tooltip=The mip-map generation settings for the texture; Allows customization of the content of the mip-map chain
Preserve border A=Preserve border  A
Preserve border A.tooltip=If enabled, preserve the alpha value of border pixels when creating mip-maps
Preserve border B=Preserve border  B
Preserve border B.tooltip=If enabled, preserve the blue color value of border pixels when creating mip-maps
Preserve border G=Preserve border  G
Preserve border G.tooltip=If enabled, preserve the green color value of border pixels when creating mip-maps
Preserve border R=Preserve border  R
Preserve border R.tooltip=If enabled, preserve the red color value of border pixels when creating mip-maps
Dither Mip-maps alpha?=Dither  Mip-maps alpha?
Dither Mip-maps alpha?.tooltip=If enabled, mip-map alpha values will be dithered for smooth transitions
LightMap=Light Map
LightMap.tooltip=If enabled, import the texture as a lightmap
FlipBook=Flip Book
FlipBook.tooltip=If enabled, import the texture as a flipbook
LODGroup=LODGroup
LODGroup.tooltip=The group the texture belongs to
Lighting Model=Lighting  Model
Lighting Model.tooltip=The lighting model of the created material
Blending=Blending
Blending.tooltip=The blend mode of the created material
Two Sided?=Two  Sided?
Two Sided?.tooltip=If enabled, the created material will be two-sided
Alpha To Opacity Mask=Alpha  To  Opacity  Mask
Alpha To Opacity Mask.tooltip=If enabled, link the texture's alpha to the created material's opacity mask
Alpha To Opacity=Alpha  To  Opacity
Alpha To Opacity.tooltip=If enabled, link the texture's alpha to the created material's opacity
Alpha To Emissive=Alpha  To  Emissive
Alpha To Emissive.tooltip=If enabled, link the texture's alpha to the created material's emissive color
Alpha To Specular=Alpha  To  Specular
Alpha To Specular.tooltip=If enabled, link the texture's alpha to the created material's specular color
RGB To Emissive=RGB To  Emissive
RGB To Emissive.tooltip=If enabled, link the texture to the created material's emissive color
RGB To Diffuse=RGB To  Diffuse
RGB To Diffuse.tooltip=If enabled, link the texture to the created material's diffuse color
Create Material?=Create  Material?
Create Material?.tooltip=If enabled, a material will automatically be created for the texture
DeferCompression=Defer Compression
DeferCompression.tooltip=If enabled, compression is deferred until the texture is saved
CompressionSettings=Compression Settings
CompressionSettings.tooltip=Compression settings for the texture
CompressionNoAlpha=Compression No Alpha
CompressionNoAlpha.tooltip=If enabled, the texture's alpha channel will be discarded during compression

[ReimportTextureFactory]
MipGenSettings=Mip Gen Settings
MipGenSettings.tooltip=The mip-map generation settings for the texture; Allows customization of the content of the mip-map chain
FlipBook=Flip Book
FlipBook.tooltip=If enabled, import the texture as a flipbook
Lighting Model=Lighting  Model
Lighting Model.tooltip=The lighting model of the created material
Blending=Blending
Blending.tooltip=The blend mode of the created material
Two Sided?=Two  Sided?
Two Sided?.tooltip=If enabled, the created material will be two-sided
Alpha To Opacity Mask=Alpha  To  Opacity  Mask
Alpha To Opacity Mask.tooltip=If enabled, link the texture's alpha to the created material's opacity mask
Alpha To Opacity=Alpha  To  Opacity
Alpha To Opacity.tooltip=If enabled, link the texture's alpha to the created material's opacity
Alpha To Emissive=Alpha  To  Emissive
Alpha To Emissive.tooltip=If enabled, link the texture's alpha to the created material's emissive color
Alpha To Specular=Alpha  To  Specular
Alpha To Specular.tooltip=If enabled, link the texture's alpha to the created material's specular color
RGB To Emissive=RGB To  Emissive
RGB To Emissive.tooltip=If enabled, link the texture to the created material's emissive color
RGB To Diffuse=RGB To  Diffuse
RGB To Diffuse.tooltip=If enabled, link the texture to the created material's diffuse color
Create Material?=Create  Material?
Create Material?.tooltip=If enabled, a material will automatically be created for the texture
DeferCompression=Defer Compression
DeferCompression.tooltip=If enabled, compression is deferred until the texture is saved
CompressionSettings=Compression Settings
CompressionSettings.tooltip=Compression settings for the texture
CompressionNoAlpha=Compression No Alpha
CompressionNoAlpha.tooltip=If enabled, the texture's alpha channel will be discarded during compression

[StaticMeshFactory]
bReplaceExistingVertexColors=Replace Existing Vertex Colors
bReplaceExistingVertexColors.tooltip=If enabled, existing vertex colors will be replaced with ones from the imported file
bSingleSmoothGroupSingleTangent=Single Smooth Group Single Tangent
bSingleSmoothGroupSingleTangent.tooltip=If enabled, a single tangent set per vertex will be used in a single smoothing group
bOneConvexPerUCXObject=One Convex Per UCXObject
bOneConvexPerUCXObject.tooltip=If enabled, each UCX_ object in the mesh will be turned into exactly one primitive

[ReimportStaticMeshFactory]
bSingleSmoothGroupSingleTangent=Single Smooth Group Single Tangent
bSingleSmoothGroupSingleTangent.tooltip=If enabled, a single tangent set per vertex will be used in a single smoothing group
bOneConvexPerUCXObject=One Convex Per UCXObject
bOneConvexPerUCXObject.tooltip=If enabled, each UCX_ object in the mesh will be turned into exactly one primitive

[ReimportFbxStaticMeshFactory]
Import Options=Import  Options

[SkeletalMeshFactory]
bAssumeMayaCoordinates=Assume Maya Coordinates
bAssumeMayaCoordinates.tooltip=If enabled, the import process will assume the mesh is using the Maya coordinate system and adjust accordingly

[ReimportSkeletalMeshFactory]
bAssumeMayaCoordinates=Assume Maya Coordinates
bAssumeMayaCoordinates.tooltip=If enabled, the import process will assume the mesh is using the Maya coordinate system and adjust accordingly

[SoundFactory]
CueVolume=Cue Volume
CueVolume.tooltip=The volume of the created sound cue
bIncludeLoopingNode=Include Looping Node
bIncludeLoopingNode.tooltip=If enabled, the created sound cue will include a looping node
bIncludeModulatorNode=Include Modulator Node
bIncludeModulatorNode.tooltip=If enabled, the created sound cue will include a modulator node
bIncludeAttenuationNode=Include Attenuation Node
bIncludeAttenuationNode.tooltip=If enabled, the created sound cue will include a attenuation node
bAutoCreateCue=Auto Create Cue
bAutoCreateCue.tooltip=If enabled, a sound cue will automatically be created for the sound

[ReimportSoundFactory]
CueVolume=Cue Volume
CueVolume.tooltip=The volume of the created sound cue
bIncludeLoopingNode=Include Looping Node
bIncludeLoopingNode.tooltip=If enabled, the created sound cue will include a looping node
bIncludeModulatorNode=Include Modulator Node
bIncludeModulatorNode.tooltip=If enabled, the created sound cue will include a modulator node
bIncludeAttenuationNode=Include Attenuation Node
bIncludeAttenuationNode.tooltip=If enabled, the created sound cue will include a attenuation node
bAutoCreateCue=Auto Create Cue
bAutoCreateCue.tooltip=If enabled, a sound cue will automatically be created for the sound

[GeomModifier_Clip]
bFlipNormal=Flip Normal
bSplit=Split

[GeomModifier_Extrude]
Length=Length
Segments=Segments

[GeomModifier_Lathe]
TotalSegments=Total Segments
Segments=Segments
AlignToSide=Align To Side

[GeomModifier_Pen]
bAutoExtrude=Auto Extrude
bAutoExtrude.tooltip=If TRUE, the shape will be automatically extruded into a brush upon completion.
bCreateConvexPolygons=Create Convex Polygons
bCreateConvexPolygons.tooltip=If TRUE, the tool will try and optimize the resulting triangles into convex polygons before creating the brush.
bCreateBrushShape=Create Brush Shape
bCreateBrushShape.tooltip=If TRUE, the resulting shape will be turned into an ABrushShape actor.
ExtrudeDepth=Extrude Depth
ExtrudeDepth.tooltip=How far to extrude the newly created brush if bAutoExtrude is set to TRUE.

[LensFlareEditorOptions]
LFED_BackgroundColor=LFED_Background Color
LFED_Empty_Background=LFED_Empty_ Background
LFED_Source_ElementEd_Background=LFED_Source_ Element Ed_ Background
LFED_Source_Unselected=LFED_Source_ Unselected
LFED_Source_Selected=LFED_Source_ Selected
LFED_ElementEd_Background=LFED_Element Ed_ Background
LFED_Element_Unselected=LFED_Element_ Unselected
LFED_Element_Selected=LFED_Element_ Selected
bShowGrid=Show Grid
GridColor_Hi=Grid Color_ Hi
GridColor_Low=Grid Color_ Low
GridPerspectiveSize=Grid Perspective Size
PostProcessChainName=Post Process Chain Name
ShowPPFlags=Show PPFlags

[LensFlareEditorPropertyWrapper]
Element=Element
Element.tooltip=The element being displayed the lens flare

[LightingChannelsObject]
LightingChannels=Lighting Channels
LightingChannels.tooltip=The edited lighting channels.

[LightmassOptionsObject]
DebugSettings=Debug Settings
SwarmSettings=Swarm Settings

[MaterialEditorInstanceConstant]
PhysMaterial=Phys Material
PhysMaterial.tooltip=Physical material to use for this graphics material. Used for sounds, effects etc.
PhysicalMaterialMask=Physical Material Mask
PhysicalMaterialMask.tooltip=Physical material mask settings to use.
Parent=Parent
Parent.tooltip=since the Parent may point across levels and the property editor needs to import this text, it must be marked crosslevel so it doesn't set itself to NULL in FindImportedObject
VectorParameterValues=Vector Parameter Values
ScalarParameterValues=Scalar Parameter Values
TextureParameterValues=Texture Parameter Values
FontParameterValues=Font Parameter Values
StaticSwitchParameterValues=Static Switch Parameter Values
StaticComponentMaskParameterValues=Static Component Mask Parameter Values
MobileBaseTexture=Mobile Base Texture
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=The Lightmass override settings for this object.

[MaterialEditorInstanceTimeVarying]
PhysMaterial=Phys Material
PhysMaterial.tooltip=Physical material to use for this graphics material. Used for sounds, effects etc.
PhysicalMaterialMask=Physical Material Mask
PhysicalMaterialMask.tooltip=Phsical material mask settings to use.
Parent=Parent
bAutoActivateAll=Auto Activate All
bAutoActivateAll.tooltip=causes all parameters to start playing immediately
VectorParameterValues=Vector Parameter Values
ScalarParameterValues=Scalar Parameter Values
TextureParameterValues=Texture Parameter Values
FontParameterValues=Font Parameter Values
StaticSwitchParameterValues=Static Switch Parameter Values
StaticComponentMaskParameterValues=Static Component Mask Parameter Values
LightmassSettings=Lightmass Settings
LightmassSettings.tooltip=The Lightmass override settings for this object.

[MaterialEditorOptions]
bShowGrid=Show Grid
bShowGrid.tooltip=If TRUE, render grid the preview scene.
bShowBackground=Show Background
bShowBackground.tooltip=If TRUE, render background object in the preview scene.
bHideUnusedConnectors=Hide Unused Connectors
bHideUnusedConnectors.tooltip=If TRUE, don't render connectors that are not connected to anything.
bDrawCurves=Draw Curves
bDrawCurves.tooltip=If TRUE, draw connections with splines.  If FALSE, use straight lines.
bRealtimeMaterialViewport=Realtime Material Viewport
bRealtimeMaterialViewport.tooltip=If TRUE, the 3D material preview viewport updates in realtime.
bRealtimeExpressionViewport=Realtime Expression Viewport
bRealtimeExpressionViewport.tooltip=If TRUE, the linked object viewport updates in realtime.
bAlwaysRefreshAllPreviews=Always Refresh All Previews
bAlwaysRefreshAllPreviews.tooltip=If TRUE, always refresh all expression previews.
bUseSortedMenus=Use Sorted Menus
bUseSortedMenus.tooltip=If TRUE, use expression categorized menus.
bUseUnsortedMenus=Use Unsorted Menus
bUseUnsortedMenus.tooltip=If FALSE, use expression categorized menus.
FavoriteExpressions=Favorite Expressions
FavoriteExpressions.tooltip=The users favorite material expressions.

[PhATSimOptions]
PreviewAnimSet=Preview Anim Set
PreviewAnimSet.tooltip=AnimSet used for playing animations .
PhysicsBlend=Physics Blend
PhysicsBlend.tooltip=Lets you manually control the physics/animation
bBlendOnPoke=Blend On Poke
bBlendOnPoke.tooltip=Whether we should just show animation until poked, then snap to physics, wait PokePauseTime, then blend back to animation over PokeBlendTime.
bDrawContacts=Draw Contacts
bPromptOnBoneDelete=Prompt On Bone Delete
bShowConstraintsAsPoints=Show Constraints As Points
bShowNamesInHierarchy=Show Names In Hierarchy
PokePauseTime=Poke Pause Time
PokePauseTime.tooltip=Time between poking ragdoll and starting to blend back.
PokeBlendTime=Poke Blend Time
PokeBlendTime.tooltip=Time taken to blend from physics to animation.
AngularSpringScale=Angular Spring Scale
AngularSpringScale.tooltip=Overall spring scaling applied to all motors.
AngularDampingScale=Angular Damping Scale
AngularDampingScale.tooltip=Overall damping scaling applied to all motors.
SimSpeed=Sim Speed
FloorGap=Floor Gap
GravScale=Grav Scale
HandleLinearDamping=Handle Linear Damping
HandleLinearStiffness=Handle Linear Stiffness
HandleAngularDamping=Handle Angular Damping
HandleAngularStiffness=Handle Angular Stiffness
PokeStrength=Poke Strength
SkyBrightness=Sky Brightness
Brightness=Brightness
AngularSnap=Angular Snap
LinearSnap=Linear Snap
ConstraintDrawSize=Constraint Draw Size
ConstraintDrawSize.tooltip=Controls how large constraints are drawn in PhAT

[RenderTargetCubeExporterTGA]
CubeFace=Cube Face

[SoundSurroundFactory]
CueVolume=Cue Volume

[SoundTTSFactory]
CueVolume=Cue Volume
CueVolume.tooltip=The volume of the created sound cue
bIncludeLoopingNode=Include Looping Node
bIncludeLoopingNode.tooltip=If enabled, the created sound cue will include a looping node
bIncludeModulatorNode=Include Modulator Node
bIncludeModulatorNode.tooltip=If enabled, the created sound cue will include a modulator node
bIncludeAttenuationNode=Include Attenuation Node
bIncludeAttenuationNode.tooltip=If enabled, the created sound cue will include a attenuation node
bAutoCreateCue=Auto Create Cue
bAutoCreateCue.tooltip=If enabled, a sound cue will automatically be created for the sound
SpokenText=Spoken Text
SpokenText.tooltip=Text spoken during the sound
bUseTTS=Use TTS
bUseTTS.tooltip=If enabled, text to speech will be used

[StaticMeshMode_Options]
CollisionType=Collision Type
CollisionType.tooltip=Settings that you want to apply to all static meshes that get placed.
PreRotation=Pre Rotation
PreRotation.tooltip=Pre-rotation values to correct meshes with weird orientations.
RotationMin=Rotation Min
RotationMin.tooltip=Range for tweaks to rotation.
RotationMax=Rotation Max
Scale3DMin=Scale 3DMin
Scale3DMin.tooltip=Range for tweaks to DrawScale3D.
Scale3DMax=Scale 3DMax
ScaleMin=Scale Min
ScaleMin.tooltip=Range for tweaks to DrawScale.
ScaleMax=Scale Max

[TerrainEditOptions]
Solid1_Strength=Solid 1_Strength
Solid1_Strength.tooltip=TerrainEdit
Solid1_Radius=Solid 1_Radius
Solid1_Falloff=Solid 1_Falloff
Solid2_Strength=Solid 2_Strength
Solid2_Radius=Solid 2_Radius
Solid2_Falloff=Solid 2_Falloff
Solid3_Strength=Solid 3_Strength
Solid3_Radius=Solid 3_Radius
Solid3_Falloff=Solid 3_Falloff
Solid4_Strength=Solid 4_Strength
Solid4_Radius=Solid 4_Radius
Solid4_Falloff=Solid 4_Falloff
Solid5_Strength=Solid 5_Strength
Solid5_Radius=Solid 5_Radius
Solid5_Falloff=Solid 5_Falloff
Noisy1_Strength=Noisy 1_Strength
Noisy1_Radius=Noisy 1_Radius
Noisy1_Falloff=Noisy 1_Falloff
Noisy2_Strength=Noisy 2_Strength
Noisy2_Radius=Noisy 2_Radius
Noisy2_Falloff=Noisy 2_Falloff
Noisy3_Strength=Noisy 3_Strength
Noisy3_Radius=Noisy 3_Radius
Noisy3_Falloff=Noisy 3_Falloff
Noisy4_Strength=Noisy 4_Strength
Noisy4_Radius=Noisy 4_Radius
Noisy4_Falloff=Noisy 4_Falloff
Noisy5_Strength=Noisy 5_Strength
Noisy5_Radius=Noisy 5_Radius
Noisy5_Falloff=Noisy 5_Falloff
Current_Tool=Current_ Tool
Current_Brush=Current_ Brush
Current_Strength=Current_ Strength
Current_Radius=Current_ Radius
Current_Falloff=Current_ Falloff
bSoftSelectEnabled=Soft Select Enabled
bConstrainedEditing=Constrained Editing
bShowDecoarationMeshes=Show Decoaration Meshes
bShowDecoarationMeshes.tooltip=TerrainLayerBrowser
Current_MirrorFlag=Current_ Mirror Flag
SliderRange_Low_Strength=Slider Range_ Low_ Strength
SliderRange_High_Strength=Slider Range_ High_ Strength
SliderRange_Low_Radius=Slider Range_ Low_ Radius
SliderRange_High_Radius=Slider Range_ High_ Radius
SliderRange_Low_Falloff=Slider Range_ Low_ Falloff
SliderRange_High_Falloff=Slider Range_ High_ Falloff
TerrainLayerBrowser_BackgroundColor=Terrain Layer Browser_ Background Color
TerrainLayerBrowser_BackgroundColor2=Terrain Layer Browser_ Background Color 2
TerrainLayerBrowser_BackgroundColor3=Terrain Layer Browser_ Background Color 3
TerrainLayerBrowser_SelectedColor=Terrain Layer Browser_ Selected Color
TerrainLayerBrowser_SelectedColor2=Terrain Layer Browser_ Selected Color 2
TerrainLayerBrowser_SelectedColor3=Terrain Layer Browser_ Selected Color 3
TerrainLayerBrowser_BorderColor=Terrain Layer Browser_ Border Color

[TrueTypeFontFactory]
ImportOptions=Import Options
ImportOptions.tooltip=Import options for the font

[TrueTypeMultiFontFactory]
ResFonts=Res Fonts
ResFonts.tooltip=Existing fonts to convert
ResHeights=Res Heights
ResHeights.tooltip=Font height for each resolution
ResTests=Res Tests
ResTests.tooltip=Font resolution tests

[TextureMovieFactory]
MovieStreamSource=Movie Stream Source
MovieStreamSource.tooltip=The source of the texture movie stream

[TextureRenderTargetCubeFactoryNew]
Format=Format
Format.tooltip=Pixel format of the texture render target
Width=Width
Width.tooltip=Width of the texture render target

[TextureRenderTargetFactoryNew]
Format=Format
Format.tooltip=Pixel format of the texture render target
Height=Height
Height.tooltip=Height of the texture render target
Width=Width
Width.tooltip=Width of the texture render target

[CustomPropertyItemBindings]
CustomPropertyClasses=Custom Property Classes
CustomPropertyClasses.tooltip=custom property item classes, for specific properties
CustomPropertyTypeClasses=Custom Property Type Classes
CustomPropertyTypeClasses.tooltip=custom property item classes, per property type
CustomPropertyDrawProxies=Custom Property Draw Proxies
CustomPropertyDrawProxies.tooltip=custom draw proxy classes, for specific properties
CustomPropertyInputProxies=Custom Property Input Proxies
CustomPropertyInputProxies.tooltip=custom draw proxy classes, per property type
CustomPropertyTypeDrawProxies=Custom Property Type Draw Proxies
CustomPropertyTypeDrawProxies.tooltip=custom input proxy classes, for specific properties
CustomPropertyTypeInputProxies=Custom Property Type Input Proxies
CustomPropertyTypeInputProxies.tooltip=custom input proxy classes, per property type

[GFxMovieFactory]
bSetSRGBOnImportedTextures=Set SRGBOn Imported Textures
bPackTextures=Pack Textures
PackTextureSize=Pack Texture Size
TextureRescale=Texture Rescale
TextureFormat=Texture Format

[UDKEmitCameraEffect]
DistFromCamera=Dist From Camera
DistFromCamera.tooltip=How far in front of the camera this emitter should live.

[UDKExplosionLight]
TimeShift=Time Shift
TimeShift.tooltip=Specifies brightness, radius, and color of light at various points in its lifespan

[UDKForcedDirectionVolume]
TypeToForce=Type To Force
TypeToForce.tooltip=Allows the ForceDirectionVolume to be limited to certain types of vehicles
bIgnoreHoverboards=Ignore Hoverboards
bIgnoreHoverboards.tooltip=If true, doesn't affect hoverboards
bDenyExit=Deny Exit
bDenyExit.tooltip=if the vehicle is being affected by a force volume with this flag set, the player cannot exit the vehicle.
bBlockPawns=Block Pawns
bBlockPawns.tooltip=Whether non-vehicle pawns should be blocked by this volume
bBlockSpectators=Block Spectators
bBlockSpectators.tooltip=Whether spectators should be blocked by this volume.
Arrow=Arrow
Arrow.tooltip=For editing - specifies the forced direction

[UDKJumpPad]
JumpTarget=Jump Target
JumpTarget.tooltip=Target of jumppad - jumppad bounces you to this
JumpSound=Jump Sound
JumpSound.tooltip=Sound that plays when jumppad is triggered
JumpTime=Jump Time
JumpTime.tooltip=How long the jump should take.  Altering this value changes the JumpVelocity.
JumpAirControl=Jump Air Control
JumpAirControl.tooltip=How much air control the player should have while in the air off this pad.  Less air control (even 0.0) is desireable for tight landings, since players will often accidentally air control themselves away from the target destination.

[UDKKActorBreakable]
bHasHealth=Has Health
bHasHealth.tooltip=If true, this vehicle has health
bDamageOnEncroachment=Damage On Encroachment
bDamageOnEncroachment.tooltip=If true, this will cause Damage on Encroachment (DOE)
bResetDOEWhenAsleep=Reset DOEWhen Asleep
bResetDOEWhenAsleep.tooltip=If true bDamageOnEncroachment will reset when this actor sleeps or falls below a threshold
bTakeDamageOnEncroachment=Take Damage On Encroachment
bTakeDamageOnEncroachment.tooltip=Should this KActor take damage when it encroaches
bBreakWhenCausingDamage=Break When Causing Damage
bBreakWhenCausingDamage.tooltip=If true, this KActor will break when it causes damage
Health=Health
Health.tooltip=How much health this actor has before it's destroyed
EncroachDamage_Other=Encroach Damage_ Other
EncroachDamage_Other.tooltip=How much damage this actor does upon contact
EncroachDamage_Self=Encroach Damage_ Self
EncroachDamage_Self.tooltip=How much should it take
DmgTypeClass=Dmg Type Class
DmgTypeClass.tooltip=When causing damage, use this damage type
DOEResetThreshold=DOEReset Threshold
DOEResetThreshold.tooltip=This is the velocity threshhold at which the DOE will reset.  If set to 0, it will only reset on sleep
BrokenTemplate=Broken Template
BrokenTemplate.tooltip=Emitter template to use when this object breaks

[UDKMapInfo]
VisibilityModifier=Visibility Modifier
VisibilityModifier.tooltip=modifier to visibility/range calculations for AI (range is 0.0 to 1.0)

[UDKMapMusicInfo]
MapMusic=Map Music
MapMusic.tooltip=This is the music for the map.  Content folk will pick from the various sets of music that exist\n and then specify the music the map should have.
MapStingers=Map Stingers
MapStingers.tooltip=These are the stingers for the map

[UDKPawn]
TeamBeaconMaxDist=Team Beacon Max Dist
TeamBeaconMaxDist.tooltip=Maximum distance from camera position for this pawn to have its beacon displayed on the HUD
SwimmingZOffset=Swimming ZOffset
SwimmingZOffset.tooltip=Translation applied to skeletalmesh when swimming
SwimmingZOffsetSpeed=Swimming ZOffset Speed
SwimmingZOffsetSpeed.tooltip=Speed to apply swimming z translation.
MaxYawAim=Max Yaw Aim
MaxYawAim.tooltip=How far RootYaw differs from Rotation.Yaw before it is rotated to catch up.

[UDKSkeletalMeshComponent]
FOV=FOV
FOV.tooltip=This changes the FOV used for rendering the skeletal mesh component. A value of 0 means to use the default.

[UDKTeamPlayerStart]
TeamNumber=Team Number
TeamNumber.tooltip=Players on different teams are not spawned in areas with the same TeamNumber unless there are more teams in the level than team numbers.

[UDKTeleporterBase]
PortalCaptureComponent=Portal Capture Component
PortalCaptureComponent.tooltip=the component that captures the portal scene
TextureResolutionX=Texture Resolution X
TextureResolutionX.tooltip=resolution parameters
TextureResolutionY=Texture Resolution Y
TextureResolutionY.tooltip=resolution parameters

[UDKUIResourceDataProvider]
bSearchAllInis=Search All Inis
bSearchAllInis.tooltip=whether to search all .inis for valid resource provider instances instead of just the our specified config file\n this is used for lists that need to support additions via extra files, i.e. mods

[UDKVehicle]
TireAudioComp=Tire Audio Comp
TireAudioComp.tooltip=Sound to play from the tires
TireSoundList=Tire Sound List
ScrapeSound=Scrape Sound
ScrapeSound.tooltip=Sound to play when the vehicle is scraping against something
Seats=Seats
Seats.tooltip=information for each seat a player may occupy\n @note: this array is on clients as well, but SeatPawn and Gun will only be valid for the client in that seat
VehicleAnims=Vehicle Anims
VehicleAnims.tooltip=Holds a list of vehicle animations
VehicleSounds=Vehicle Sounds
DestroyOnPenetrationThreshold=Destroy On Penetration Threshold
DestroyOnPenetrationThreshold.tooltip=If a physics penetration of greater than this is detected, destroy vehicle.
DestroyOnPenetrationDuration=Destroy On Penetration Duration
DestroyOnPenetrationDuration.tooltip=If we are over DestroyOnPenetrationThreshold for more than this (seconds), call RBPenetrationDestroy.
CustomGravityScaling=Custom Gravity Scaling
CustomGravityScaling.tooltip=scaling factor for this vehicle's gravity - used in GetGravityZ()
VehicleEffects=Vehicle Effects
VehicleEffects.tooltip=Holds the Vehicle Effects data

[UDKVehicleSimCar]
TorqueVSpeedCurve=Torque VSpeed Curve
TorqueVSpeedCurve.tooltip=Torque vs Speed curve: This curve approximates a transmission as opposed to actually simulating one as in SVehicleSimTransmission\n    In general you want to have a higher torque at low speed and a lower torque at high speed
EngineRPMCurve=Engine RPMCurve
EngineRPMCurve.tooltip=Translates forward velocity into an EngineRPM that can be used for effects and sounds
LSDFactor=LSDFactor
LSDFactor.tooltip=Limited slip differential: 0.60 would mean 60% of the power is routed through the LSD and 40% is divided evenly
ThrottleSpeed=Throttle Speed
ThrottleSpeed.tooltip=ThrottleSpeed is the speed at which the vehicle will increase its ActualThrottle to get to the desired Throttle
bAutoHandbrake=Auto Handbrake
bAutoHandbrake.tooltip=whether should auto-handbrake when wheels on one side are off the ground
SteeringReductionFactor=Steering Reduction Factor
SteeringReductionFactor.tooltip=steering reduction factor when have wheels in air (to make vehicles easier to control)
SteeringReductionRampUpRate=Steering Reduction Ramp Up Rate
SteeringReductionRampUpRate.tooltip=steering reduction ramp up rate (1/this = time to full steering reduction).  ramps down at half this rate
NumWheelsForFullSteering=Num Wheels For Full Steering
NumWheelsForFullSteering.tooltip=how many wheels must be on ground in order to avoid steering reduction
SteeringReductionSpeed=Steering Reduction Speed
SteeringReductionSpeed.tooltip=speed at which steering reduction is in full effect
SteeringReductionMinSpeed=Steering Reduction Min Speed
SteeringReductionMinSpeed.tooltip=speed at which steering reduction starts
MinHardTurnSpeed=Min Hard Turn Speed
MinHardTurnSpeed.tooltip=minimum speed before torque reduction sets in when turning hard
HardTurnMotorTorque=Hard Turn Motor Torque
HardTurnMotorTorque.tooltip=motor torque applied during hard turns (don't want to accelerate through hard turns
HandbrakeSpeed=Handbrake Speed
HandbrakeSpeed.tooltip=How quickly the handbrake is turned off (it is turned on immediately)
FrontalCollisionGripFactor=Frontal Collision Grip Factor
FrontalCollisionGripFactor.tooltip=When driving into something, reduce friction on the wheels.
ConsoleHardTurnGripFactor=Console Hard Turn Grip Factor
ConsoleHardTurnGripFactor.tooltip=When turning hard on console, reduce lateral grip to enhance sliding around.
SpeedBasedTurnDamping=Speed Based Turn Damping
SpeedBasedTurnDamping.tooltip=Damping on yaw based on vehicle speed.
AirControlTurnTorque=Air Control Turn Torque
AirControlTurnTorque.tooltip=Torque to apply when vehicle is in ato allow some air control.
InAirUprightTorqueFactor=In Air Upright Torque Factor
InAirUprightTorqueFactor.tooltip=Torque applied when in the air to try and keep vehicle horizontal.
InAirUprightMaxTorque=In Air Upright Max Torque
InAirUprightMaxTorque.tooltip=Max torque that can be applied to try and

[UDKVehicleSimChopper]
MaxThrustForce=Max Thrust Force
MaxReverseForce=Max Reverse Force
LongDamping=Long Damping
MaxStrafeForce=Max Strafe Force
LatDamping=Lat Damping
DirectionChangeForce=Direction Change Force
MaxRiseForce=Max Rise Force
UpDamping=Up Damping
TurnTorqueFactor=Turn Torque Factor
TurnTorqueMax=Turn Torque Max
TurnDamping=Turn Damping
MaxYawRate=Max Yaw Rate
PitchTorqueFactor=Pitch Torque Factor
PitchTorqueMax=Pitch Torque Max
PitchDamping=Pitch Damping
RollTorqueTurnFactor=Roll Torque Turn Factor
RollTorqueStrafeFactor=Roll Torque Strafe Factor
RollTorqueMax=Roll Torque Max
RollDamping=Roll Damping
StopThreshold=Stop Threshold
MaxRandForce=Max Rand Force
RandForceInterval=Rand Force Interval
bAllowZThrust=Allow ZThrust
bFullThrustOnDirectionChange=Full Thrust On Direction Change
bFullThrustOnDirectionChange.tooltip=If true, use full forward thrust force while changing directions, even for reverse or strafing
bShouldCutThrustMaxOnImpact=Should Cut Thrust Max On Impact
bStabilizeStops=Stabilize Stops
bStabilizeStops.tooltip=If bStabilizeStops=true, forces are applied to attempt to keep the vehicle from moving when it is stopped
StabilizationForceMultiplier=Stabilization Force Multiplier
StabilizationForceMultiplier.tooltip=Stabilization force multiplier when bStabilizeStops=true

[UDKVehicleSimHoverboard]
MaxThrustForce=Max Thrust Force
MaxReverseForce=Max Reverse Force
MaxReverseVelocity=Max Reverse Velocity
LongDamping=Long Damping
MaxStrafeForce=Max Strafe Force
LatDamping=Lat Damping
MaxRiseForce=Max Rise Force
TurnTorqueFactor=Turn Torque Factor
SpinTurnTorqueScale=Spin Turn Torque Scale
MaxTurnTorque=Max Turn Torque
TurnDampingSpeedFunc=Turn Damping Speed Func
StopThreshold=Stop Threshold
WaterCheckLevel=Water Check Level
WaterCheckLevel.tooltip=WaterCheckLevel is the distance to trace down to determine if water is too deep to travel over
SpinSpeed=Spin Speed
HoverboardSlalomMaxAngle=Hoverboard Slalom Max Angle
HoverboardSlalomMaxAngle.tooltip=Using strafe keys adds this offset to current look direction.
SlalomSpeed=Slalom Speed
SlalomSpeed.tooltip=How quickly the 'slalom' offset can change (controlled by strafe)

[UDKAnimBlendBase]
BlendTime=Blend Time
BlendTime.tooltip=How fast show a given child blend in.
ChildBlendTimes=Child Blend Times
ChildBlendTimes.tooltip=Also allow for Blend Overrides

[UDKAnimBlendByFall]
bIgnoreDoubleJumps=Ignore Double Jumps
bIgnoreDoubleJumps.tooltip=If TRUE, double jump versions of the inputs will be ignored.
PreLandTime=Pre Land Time
PreLandTime.tooltip=Time before predicted landing to trigger pre-land animation.
PreLandStartUprightTime=Pre Land Start Upright Time
PreLandStartUprightTime.tooltip=Time before landing we should start becoming upright again.
ToDblJumpUprightTime=To Dbl Jump Upright Time
ToDblJumpUprightTime.tooltip=Time to become upright when executing double jump.

[UDKAnimBlendByFlying]
StartingAnimName=Starting Anim Name
StartingAnimName.tooltip=Does this pawn have a special start anim to play
EndingAnimName=Ending Anim Name
EndingAnimName.tooltip=Does this pawn have a special end anim to play

[UDKAnimBlendByHoverboarding]
FallTimeBeforeAnim=Fall Time Before Anim

[UDKAnimBlendByPhysics]
PhysicsMap=Physics Map
PhysicsMap.tooltip=Maps the PSY_enums to child nodes
LandBlendDelay=Land Blend Delay

[UDKAnimBlendByPhysicsVolume]
PhysicsParamList=Physics Param List

[UDKAnimBlendByTurnInPlace]
RootYawSpeedThresh=Root Yaw Speed Thresh
TurnInPlaceBlendSpeed=Turn In Place Blend Speed

[UDKAnimBlendByHoverboardTilt]
TiltScale=Tilt Scale
TiltDeadZone=Tilt Dead Zone
TiltYScale=Tilt YScale

[UDKAnimBlendByHoverboardTurn]
TurnScale=Turn Scale
MaxBlendPerSec=Max Blend Per Sec

[UDKAnimBlendBySpeed]
MinSpeed=Min Speed
MinSpeed.tooltip=minimum speed; at this or below the "Slow" anim is used completely
MaxSpeed=Max Speed
MaxSpeed.tooltip=maximum speed; at this or above the "Fast" anim is used completely

[UDKAnimBlendByWeapon]
bLooping=Looping
bLooping.tooltip=Is this weapon playing a looped anim
LoopingAnim=Looping Anim
LoopingAnim.tooltip=If set, after the fire anim completes this anim is looped instead of looping the fire anim
BlendTime=Blend Time
BlendTime.tooltip=Blend Times

[UDKAnimNodeCopyBoneTranslation]
DefaultBoneCopyArray=Default Bone Copy Array
DualWieldBoneCopyArray=Dual Wield Bone Copy Array

[UDKAnimNodeJumpLeanOffset]
JumpLeanStrength=Jump Lean Strength
JumpLeanStrength.tooltip=Amount to activate the 'jump lean' node.
MaxLeanChangeSpeed=Max Lean Change Speed
MaxLeanChangeSpeed.tooltip=How quickly the leaning can change.
bMultiplyByZVelocity=Multiply By ZVelocity
bMultiplyByZVelocity.tooltip=If we should invert the leaning when coming down.
bDodging=Dodging
bDoubleJumping=Double Jumping

[UDKAnimNodeSequence]
bAutoStart=Auto Start
bAutoStart.tooltip=If true, this node will automatically start playing

[UDKAnimNodeSeqWeap]
DefaultAnim=Default Anim
DualPistolAnim=Dual Pistol Anim
SinglePistolAnim=Single Pistol Anim
ShoulderRocketAnim=Shoulder Rocket Anim
StingerAnim=Stinger Anim

[UDKSkelControl_CantileverBeam]
InitialWorldSpaceGoalOffset=Initial World Space Goal Offset
InitialWorldSpaceGoalOffset.tooltip=from the initial bone, where to go to get the starting location for WorldSpaceGoal (in localbonespace)
SpringStiffness=Spring Stiffness
SpringDamping=Spring Damping
PercentBeamVelocityTransfer=Percent Beam Velocity Transfer
PercentBeamVelocityTransfer.tooltip=how much we want the tip of the beam to get of the base velocity

[UDKSkelControl_Damage]
bOnDamageActive=On Damage Active
bOnDamageActive.tooltip=Whether the OnDamage functionality is active
bControlStrFollowsHealth=Control Str Follows Health
bControlStrFollowsHealth.tooltip=Once activated, does we generate the control strength as a product of the health remaining, or is it always full
bOnDeathActive=On Death Active
bOnDeathActive.tooltip=Whether the OnDeath functionality is active
bOnDeathUseForSecondaryExplosion=On Death Use For Secondary Explosion
bOnDeathUseForSecondaryExplosion.tooltip=Whether the OnDeath functionality is active for the secondary explosion
DamageBoneScale=Damage Bone Scale
DamageBoneScale.tooltip=Value to scale this bone to on death
DamageMax=Damage Max
DamageMax.tooltip=How much damage the control can take
ActivationThreshold=Activation Threshold
ActivationThreshold.tooltip=If the health target is above this threshold, this control will be inactive
BreakMesh=Break Mesh
BreakMesh.tooltip=The Static Mesh component to display when it breaks off
BreakThreshold=Break Threshold
BreakThreshold.tooltip=The threshold at which the spring will begin looking to break
BreakTime=Break Time
BreakTime.tooltip=This is the amount of time to go from breaking to broken
DefaultBreakDir=Default Break Dir
DefaultBreakDir.tooltip=When breaking off, use this to build the vector
DamageScale=Damage Scale
DamageScale.tooltip=The scale to use for the spawned piece.  (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle\n which is mirrored down the center.
PS_DamageOnBreak=PS_Damage On Break
PS_DamageOnBreak.tooltip=ParticleSystem to spawn when this piece breaks
PS_DamageTrail=PS_Damage Trail
PS_DamageTrail.tooltip=ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!)
BreakSpeed=Break Speed
BreakSpeed.tooltip=force that pushes the part up when the part is broken off to clear the vehicle.
DeathPercentToActuallySpawn=Death Percent To Actually Spawn
DeathPercentToActuallySpawn.tooltip=This is the percent that this piece will actually spawn if OnDeath is active
DeathBoneScale=Death Bone Scale
DeathBoneScale.tooltip=Value to scale this bone to on death
DeathStaticMesh=Death Static Mesh
DeathStaticMesh.tooltip=The static mesh to spawn on death
DeathImpulseDir=Death Impulse Dir
DeathImpulseDir.tooltip=This is the direction which the spawned vehicle piece will fly
DeathScale=Death Scale
DeathScale.tooltip=The scale to use for the spawned piece.  (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle\n which is mirrored down the center.
PS_DeathOnBreak=PS_Death On Break
PS_DeathOnBreak.tooltip=ParticleSystem to spawn when this piece breaks
PS_DeathTrail=PS_Death Trail
PS_DeathTrail.tooltip=ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!)

[UDKSkelControl_DamageHinge]
MaxAngle=Max Angle
MaxAngle.tooltip=The Maximum size of the angle this hinge can open to in Degrees
PivotAxis=Pivot Axis
PivotAxis.tooltip=Which axis this hinge opens around
AVModifier=AVModifier
AVModifier.tooltip=The angular velocity that is used to calculate the angle of the hinge will be multipled by this value.  \n  NOTE: This should be negative

[UDKSkelControl_DamageSpring]
MaxAngle=Max Angle
MaxAngle.tooltip=The Maximum size of the angle this spring can open to in Degrees
MinAngle=Min Angle
MinAngle.tooltip=The Minmum size of the angle this spring can open to in Degrees
Falloff=Falloff
Falloff.tooltip=How fast does it return to normal
SpringStiffness=Spring Stiffness
SpringStiffness.tooltip=How stiff is the spring
AVModifier=AVModifier

[UDKSkelControl_HoverboardSuspension]
TransIgnore=Trans Ignore
TransScale=Trans Scale
TransOffset=Trans Offset
MaxTrans=Max Trans
MinTrans=Min Trans
RotScale=Rot Scale
MaxRot=Max Rot
MaxRotRate=Max Rot Rate

[UDKSkelControl_HoverboardSwing]
SwingHistoryWindow=Swing History Window
SwingScale=Swing Scale
MaxSwing=Max Swing
MaxUseVel=Max Use Vel

[UDKSkelControl_HoverboardVibration]
VibFrequency=Vib Frequency
VibSpeedAmpScale=Vib Speed Amp Scale
VibTurnAmpScale=Vib Turn Amp Scale
VibMaxAmplitude=Vib Max Amplitude

[UDKSkelControl_HugGround]
DesiredGroundDist=Desired Ground Dist
DesiredGroundDist.tooltip=desired distance from bone to ground
MaxDist=Max Dist
MaxDist.tooltip=maximum distance the bone may be moved from its normal location
ParentBone=Parent Bone
ParentBone.tooltip=optional name of a bone that the controlled bone will always be rotated towards
bOppositeFromParent=Opposite From Parent
bOppositeFromParent.tooltip=if true, rotate the bone in the opposite direction of the parent instead of in the same direction
XYDistFromParentBone=XYDist From Parent Bone
XYDistFromParentBone.tooltip=if ParentBone is specified and this is greater than zero always keep the controlled bone exactly this many units from it
ZDistFromParentBone=ZDist From Parent Bone
MaxTranslationPerSec=Max Translation Per Sec
MaxTranslationPerSec.tooltip=maximum amount the BoneTranslation may change per second

[UDKSkelControl_LockRotation]
bLockPitch=Lock Pitch
bLockPitch.tooltip=which components of the bone rotation to affect
bLockYaw=Lock Yaw
bLockYaw.tooltip=which components of the bone rotation to affect
bLockRoll=Lock Roll
bLockRoll.tooltip=which components of the bone rotation to affect
LockRotation=Lock Rotation
LockRotation.tooltip=the rotation to lock to
MaxDelta=Max Delta
MaxDelta.tooltip=the maximum amount the original rotation can be altered to reach LockRotation
LockRotationSpace=Lock Rotation Space
LockRotationSpace.tooltip=the space that rotation is in
RotationSpaceBoneName=Rotation Space Bone Name
RotationSpaceBoneName.tooltip=name of bone used if LockRotationSpace is BCS_OtherBoneSpace

[UDKSkelControl_LookAt]
bLimitYaw=Limit Yaw
bLimitYaw.tooltip=If TRUE, apply limits to specified axis.  Ignore limits otherwise.
bLimitPitch=Limit Pitch
bLimitRoll=Limit Roll
bShowPerAxisLimits=Show Per Axis Limits
bShowPerAxisLimits.tooltip=If TRUE, draw cone representing per-axis limits.
YawLimit=Yaw Limit
YawLimit.tooltip=Angular limits for pitch, roll, yaw, in degrees
PitchLimit=Pitch Limit
RollLimit=Roll Limit

[UDKSkelControl_MassBoneScaling]
BoneScales=Bone Scales
BoneScales.tooltip=bone scales - indices match mesh's bone indices

[UDKSkelControl_PropellerBlade]
MaxRotationsPerSecond=Max Rotations Per Second
SpinUpTime=Spin Up Time
bCounterClockwise=Counter Clockwise

[UDKSkelControl_Rotate]
DesiredBoneRotation=Desired Bone Rotation
DesiredBoneRotation.tooltip=Where we wish to get to
DesiredBoneRotationRate=Desired Bone Rotation Rate
DesiredBoneRotationRate.tooltip=The Rate we wish to rotate

[UDKSkelControl_SpinControl]
DegreesPerSecond=Degrees Per Second
DegreesPerSecond.tooltip=How fast is the core to spin at max health
Axis=Axis

[UDKSkelControl_TurretConstrained]
bConstrainPitch=Constrain Pitch
bConstrainYaw=Constrain Yaw
bConstrainRoll=Constrain Roll
bInvertPitch=Invert Pitch
bInvertYaw=Invert Yaw
bInvertRoll=Invert Roll
bFixedWhenFiring=Fixed When Firing
bFixedWhenFiring.tooltip=If true, this turret won't update if the seat it is associated with is firing
bResetWhenUnattended=Reset When Unattended
bResetWhenUnattended.tooltip=If true, this turret will reset to 0,0,0 when there isn't a driver
MaxAngle=Max Angle
MaxAngle.tooltip=Max. angle in Degrees
MinAngle=Min Angle
MinAngle.tooltip=Allow each turret to have various steps in which to contrain the data.
Steps=Steps
LagDegreesPerSecond=Lag Degrees Per Second
PitchSpeedScale=Pitch Speed Scale
DesiredBoneRotation=Desired Bone Rotation
AssociatedSeatIndex=Associated Seat Index
AssociatedSeatIndex.tooltip=The Seat Index this control is associated with

[UDKSkelControl_VehicleFlap]
maxPitch=max Pitch

[SeqAct_AttachToActor]
bDetach=Detach
bDetach.tooltip=if true, then attachments will be detached.
bHardAttach=Hard Attach
bHardAttach.tooltip=Should hard attach to the actor
bUseRelativeOffset=Use Relative Offset
bUseRelativeOffset.tooltip=true if attachment should be set relatively to the target, using an offset
bUseRelativeRotation=Use Relative Rotation
bUseRelativeRotation.tooltip=Use relative rotation offset
BoneName=Bone Name
BoneName.tooltip=Bone Name to use for attachment
RelativeOffset=Relative Offset
RelativeOffset.tooltip=offset to use when attaching
RelativeRotation=Relative Rotation
RelativeRotation.tooltip=relative rotation

[SeqAct_ToggleHidden]
bToggleBasedActors=Toggle Based Actors
IgnoreBasedClasses=Ignore Based Classes

[SeqAct_SetVelocity]
VelocityDir=Velocity Dir
VelocityMag=Velocity Mag
bVelocityRelativeToActorRotation=Velocity Relative To Actor Rotation
bVelocityRelativeToActorRotation.tooltip=If TRUE given velocity is relative to actor rotation. Otherwise, velocity is in world space.

[SeqAct_Teleport]
bUpdateRotation=Update Rotation
bUpdateRotation.tooltip=If true, actor rotation will be aligned with destination actor
bCheckOverlap=Check Overlap
bCheckOverlap.tooltip=If TRUE, check to see if this actor overlaps any other colliding actors and don't teleport there if a better option exists
TeleportDistance=Teleport Distance
TeleportDistance.tooltip=If actor is more than this far away, it will be teleported. Ignored if < 0
TeleportVolumes=Teleport Volumes
TeleportVolumes.tooltip=If actor is NOT in one of these volumes, it will be teleported

[SeqAct_Destroy]
bDestroyBasedActors=Destroy Based Actors
IgnoreBasedClasses=Ignore Based Classes

[SeqAct_SetSoundMode]
SoundMode=Sound Mode
SoundMode.tooltip=SoundMode to use, or None for default.
bTopPriority=Top Priority
bTopPriority.tooltip=Whether this soundmode is the highest priority, game specific and ignored by PlayerController

[SeqAct_ControlMovieTexture]
MovieTexture=Movie Texture

[SeqAct_ConsoleCommand]
Commands=Commands
Commands.tooltip=Array of console commands to issue, in the order to execute them.

[SeqAct_ToggleCinematicMode]
bDisableMovement=Disable Movement
bDisableTurning=Disable Turning
bHidePlayer=Hide Player
bDisableInput=Disable Input
bDisableInput.tooltip=Don't allow input
bHideHUD=Hide HUD
bHideHUD.tooltip=Whether to hide the HUD during cinematics or not
bDeadBodies=Dead Bodies
bDeadBodies.tooltip=Destroy dead GearPawns
bDroppedPickups=Dropped Pickups
bDroppedPickups.tooltip=Destroy dropped weapons and pickups

[SeqAct_ForceFeedback]
FFWaveform=FFWaveform
PredefinedWaveForm=Predefined Wave Form
PredefinedWaveForm.tooltip=A predefined WaveForm, only works with start, stopping a predefined doesn't do anything, can't use for looping

[SeqAct_ToggleInput]
bToggleMovement=Toggle Movement
bToggleTurning=Toggle Turning

[SeqAct_GiveInventory]
InventoryList=Inventory List
bClearExisting=Clear Existing
bForceReplace=Force Replace

[SeqAct_AssignController]
ControllerClass=Controller Class

[SeqAct_SetParticleSysParam]
InstanceParameters=Instance Parameters
bOverrideScalar=Override Scalar
bOverrideScalar.tooltip=Should ScalarValue override any entries to InstanceParameters?
ScalarValue=Scalar Value
ScalarValue.tooltip=Override scalar value

[SeqAct_SetSkelControlTarget]
SkelControlName=Skel Control Name
SkelControlName.tooltip=Name of SkelControl to set target of
TargetActors=Target Actors
TargetActors.tooltip=List of objects to call the handler function on

[ColorScaleVolume]
ColorScale=Color Scale
ColorScale.tooltip=Desired color scale upon entering volume
InterpTime=Interp Time
InterpTime.tooltip=Interpolation time for the color scale

[DynamicPhysicsVolume]
bEnabled=Enabled
bEnabled.tooltip=Is the volume enabled by default?

[WaterVolume]
EntrySound=Entry Sound
EntrySound.tooltip=Sound played when touched by an actor that can splash
EntryActor=Entry Actor
EntryActor.tooltip=Effect spawned when touched by an actor that can splash
ExitSound=Exit Sound
ExitSound.tooltip=Sound played when untouched by an actor that can splash
ExitActor=Exit Actor
ExitActor.tooltip=Effect spawned when untouched by an actor that can splash

[DynamicTriggerVolume]
bEnabled=Enabled
bEnabled.tooltip=Is the volume enabled by default?

[SeqAct_AddRemoveFaceFXAnimSet]
FaceFXAnimSets=Face FXAnim Sets
FaceFXAnimSets.tooltip=List of FaceFXAnimSets to add to Pawn Target

[SeqAct_MITV_Activate]
DurationOfMITV=Duration Of MITV
DurationOfMITV.tooltip=This is how long this MITV should last

[TriggeredPath]
bOpen=Open
bOpen.tooltip=whether the path is currently usable
MyTrigger=My Trigger
MyTrigger.tooltip=the trigger, button, etc that will make this path usable

[SeqAct_SetMatInstTexParam]
MatInst=Mat Inst
NewTexture=New Texture
ParamName=Param Name

[SeqAct_SetMatInstVectorParam]
MatInst=Mat Inst
ParamName=Param Name
VectorValue=Vector Value

[SeqAct_SetVector]
DefaultValue=Default Value
DefaultValue.tooltip=Default value to use if no variables are linked

[SeqAct_ToggleConstraintDrive]
bEnableAngularPositionDrive=Enable Angular Position Drive
bEnableAngularPositionDrive.tooltip=If TRUE, when the Enable Drive input is fired, will enable angular position drive on the attached constraint actor
bEnableAngularVelocityDrive=Enable Angular Velocity Drive
bEnableAngularVelocityDrive.tooltip=If TRUE, when the Enable Drive input is fired, will enable angular velocity drive on the attached constraint actor
bEnableLinearPositionDrive=Enable Linear Position Drive
bEnableLinearPositionDrive.tooltip=If TRUE, when the Enable Drive input is fired, will enable linear position drive on the attached constraint actor
bEnableLinearvelocityDrive=Enable Linearvelocity Drive
bEnableLinearvelocityDrive.tooltip=If TRUE, when the Enable Drive input is fired, will enable linear velocity drive on the attached constraint actor

[SeqEvent_LOS]
ScreenCenterDistance=Screen Center Distance
ScreenCenterDistance.tooltip=Distance from the screen center before activating this event
TriggerDistance=Trigger Distance
TriggerDistance.tooltip=Distance from the trigger before activating this event
bCheckForObstructions=Check For Obstructions
bCheckForObstructions.tooltip=Force a clear line of sight to the trigger?

[ExponentialHeightFog]
Component=Component

[HeightFog]
Component=Component

[WindDirectionalSource]
Component=Component

[MaterialInstanceTimeVaryingActor]
MatInst=Mat Inst
MatInst.tooltip=Pointer to MaterialInterface that we want to activate

[RadialBlurActor]
RadialBlur=Radial Blur
RadialBlur.tooltip=Blur component created for the actor

[TriggerStreamingLevel]
Levels=Levels
Levels.tooltip=Holds the list of levels to load/unload when triggered

[AnimNotify_PlayFaceFXAnim]
FaceFXAnimSetRef=Face FXAnim Set Ref
FaceFXAnimSetRef.tooltip=Reference to FaceFX AnimSet package the animation is in
GroupName=Group Name
AnimName=Anim Name
SoundCueToPlay=Sound Cue To Play
SoundCueToPlay.tooltip=The sound cue to play for the this animation
bOverridePlayingAnim=Override Playing Anim
bOverridePlayingAnim.tooltip=If a FaceFX animation is already playing, then override if TRUE, skip is FALSE
PlayFrequency=Play Frequency
PlayFrequency.tooltip=Chance to play. 0 - 1.f

[UTHUD]
BkgTexture=Bkg Texture
BkgTexCoords=Bkg Tex Coords
BkgTexColor=Bkg Tex Color

[UTGame]
ResetCountDown=Reset Count Down
ResetTimeDelay=Reset Time Delay
ResetTimeDelay.tooltip=time (seconds) before restarting teams

[UTBot]
OrderNames=Order Names

[UTGameObjective]
DefensePriority=Defense Priority
DefensePriority.tooltip=Nodes with Higher DefensePriority are defended first
ObjectiveName=Objective Name
VehicleParkingSpots=Vehicle Parking Spots
VehicleParkingSpots.tooltip=bots in vehicles should go to one of these and then proceed on foot
MyBaseVolume=My Base Volume
BaseRadius=Base Radius
AttackAnnouncement=Attack Announcement
AttackAnnouncement.tooltip=announcement to use when directing a player to attack this objective
DefendAnnouncement=Defend Announcement
DefendAnnouncement.tooltip=announcement to use when directing a player to defend this objective
LocationSpeech=Location Speech

[UTGameReplicationInfo]
MessageOfTheDay=Message Of The Day
MessageOfTheDay.tooltip=Message of the Day

[UTVehicleFactory]
bMayReverseSpawnDirection=May Reverse Spawn Direction
bMayReverseSpawnDirection.tooltip=Reverse spawn direction depending on which team controls vehicle factory
bStartNeutral=Start Neutral
bStartNeutral.tooltip=Not controlled by either team initially
bDisabled=Disabled
bDisabled.tooltip=vehicle factory can't be activated while this is set
bKeyVehicle=Key Vehicle
bKeyVehicle.tooltip=If set, vehicles from this factory will be key vehicles (for AI) and show up on minimap
bForceAvoidReversing=Force Avoid Reversing
bForceAvoidReversing.tooltip=if set, force bAvoidReversing to true on the vehicle for the AI
InitialGunRotations=Initial Gun Rotations
InitialGunRotations.tooltip=This array holds the initial gun rotations for a spawned vehicle.

[UTVehicle]
bLookSteerOnNormalControls=Look Steer On Normal Controls
bLookSteerOnNormalControls.tooltip=If true, use 'look to steer' on 'Normal' vehicle control settings.
bLookSteerOnSimpleControls=Look Steer On Simple Controls
bLookSteerOnSimpleControls.tooltip=If true, use 'look to steer' on 'Simple' vehicle control settings.
bRagdollDriverOnDarkwalkerHorn=Ragdoll Driver On Darkwalker Horn
bRagdollDriverOnDarkwalkerHorn.tooltip=If true, driver is thrown from vehicle as ragdoll by darkwalker horn.
bRotateCameraUnderVehicle=Rotate Camera Under Vehicle
bRotateCameraUnderVehicle.tooltip=If true, this will allow the camera to rotate under the vehicle which may obscure the view
LeftStickDirDeadZone=Left Stick Dir Dead Zone
LeftStickDirDeadZone.tooltip=When using 'steer to left stick dir', this is a straight ahead dead zone which makes steering directly forwards easier.
LookSteerSensitivity=Look Steer Sensitivity
LookSteerSensitivity.tooltip=When bLookToSteer is enabled, relates angle between 'looking' and 'facing' and steering angle.
LookSteerDamping=Look Steer Damping
LookSteerDeadZone=Look Steer Dead Zone
LookSteerDeadZone.tooltip=When error is more than this, turn on the handbrake.
ConsoleSteerScale=Console Steer Scale
ConsoleSteerScale.tooltip=Increases sensitivity of steering around middle region of controller.
FlagOffset=Flag Offset
FlagOffset.tooltip=Flag carrying
FlagRotation=Flag Rotation
FlagBone=Flag Bone
SeatCameraScale=Seat Camera Scale
SeatCameraScale.tooltip=Camera
LookForwardDist=Look Forward Dist
LookForwardDist.tooltip=How far forward to bring camera if looking over nose of vehicle
DisabledTime=Disabled Time
DisabledTime.tooltip=how long it takes to restart this vehicle when disabled.

[UTDamageType]
bUseDamageBasedDeathEffects=Use Damage Based Death Effects
bUseDamageBasedDeathEffects.tooltip=This will delegate to the death effects to the damage type.  This allows us to have specific\n  damage effects without polluting the Pawn / Weapon class with checking for the damage type
bAnimateHipsForDeathAnim=Animate Hips For Death Anim
bAnimateHipsForDeathAnim.tooltip=If true, char is stopped and root bone is animated using a bone spring for this type of death.
DeathAnim=Death Anim
DeathAnim.tooltip=Name of animation to play upon death.
DeathAnimRate=Death Anim Rate
DeathAnimRate.tooltip=How fast to play the death animation
MotorDecayTime=Motor Decay Time
MotorDecayTime.tooltip=If non-zero, motor strength is ramped down over this time (in seconds)
StopAnimAfterDamageInterval=Stop Anim After Damage Interval
StopAnimAfterDamageInterval.tooltip=If non-zero, stop death anim after this time (in seconds) after stopping taking damage of this type.
DeathString=Death String
DeathString.tooltip=string to describe death by this type of damage
FemaleSuicide=Female Suicide
FemaleSuicide.tooltip=@RETURN string for death caused by this damagetype.
MaleSuicide=Male Suicide
MaleSuicide.tooltip=@RETURN string for death caused by this damagetype.

[UTPawn]
DeathHipLinSpring=Death Hip Lin Spring
DeathHipLinDamp=Death Hip Lin Damp
DeathHipAngSpring=Death Hip Ang Spring
DeathHipAngDamp=Death Hip Ang Damp
HeroCameraScale=Hero Camera Scale
HeroCameraScale.tooltip=Used for end of match "Hero" camera
HeroCameraPitch=Hero Camera Pitch
HeroCameraPitch.tooltip=Used for end of match "Hero" camera
DoubleJumpEyeHeight=Double Jump Eye Height
TeamBeaconPlayerInfoMaxDist=Team Beacon Player Info Max Dist
TeamBeaconPlayerInfoMaxDist.tooltip=Team beacons
SpeakingBeaconTexture=Speaking Beacon Texture

[UTCharInfo]
Characters=Characters
Characters.tooltip=Aray of all complete character profiles, defined in UTCustomChar.ini file.
Families=Families
Families.tooltip=Array of info for each family (eg IRNM)
LOD1DisplayFactor=LOD1Display Factor
LOD2DisplayFactor=LOD2Display Factor
LOD3DisplayFactor=LOD3Display Factor

[UTWeap_Physicsgun]
WeaponImpulse=Weapon Impulse
HoldDistanceMin=Hold Distance Min
HoldDistanceMax=Hold Distance Max
ThrowImpulse=Throw Impulse
ChangeHoldDistanceIncrement=Change Hold Distance Increment

[UTWeapon]
bUsesOffhand=Uses Offhand
bTargetFrictionEnabled=Target Friction Enabled
bTargetFrictionEnabled.tooltip=Target friction enabled?
bTargetAdhesionEnabled=Target Adhesion Enabled
WeaponFireAnim=Weapon Fire Anim
WeaponFireAnim.tooltip=Animation to play when the weapon is fired
ArmFireAnim=Arm Fire Anim
ArmsAnimSet=Arms Anim Set
WeaponPutDownAnim=Weapon Put Down Anim
WeaponPutDownAnim.tooltip=Animation to play when the weapon is Put Down
ArmsPutDownAnim=Arms Put Down Anim
WeaponEquipAnim=Weapon Equip Anim
WeaponEquipAnim.tooltip=Animation to play when the weapon is Equipped
ArmsEquipAnim=Arms Equip Anim
WeaponIdleAnims=Weapon Idle Anims
ArmIdleAnims=Arm Idle Anims
WeaponFireSnd=Weapon Fire Snd
WeaponFireSnd.tooltip=Sound to play when the weapon is fired
WeaponPutDownSnd=Weapon Put Down Snd
WeaponPutDownSnd.tooltip=Sound to play when the weapon is Put Down
WeaponEquipSnd=Weapon Equip Snd
WeaponEquipSnd.tooltip=Sound to play when the weapon is Equipped
BobDamping=Bob Damping
BobDamping.tooltip=How much to damp view bob
JumpDamping=Jump Damping
JumpDamping.tooltip=How much to damp jump and land bob
MuzzleFlashDuration=Muzzle Flash Duration
MuzzleFlashDuration.tooltip=How long the Muzzle Flash should be there
PlayerViewOffset=Player View Offset
PlayerViewOffset.tooltip=Offset from view center
SmallWeaponsOffset=Small Weapons Offset
SmallWeaponsOffset.tooltip=additional offset applied when using small weapons
WideScreenOffsetScaling=Wide Screen Offset Scaling
WideScreenOffsetScaling.tooltip=additional offset applied when using small weapons
ZoomedTurnSpeedScalePct=Zoomed Turn Speed Scale Pct
ZoomedTurnSpeedScalePct.tooltip=When the weapon is zoomed in then the turn speed is reduced by this much
TargetFrictionDistanceMin=Target Friction Distance Min
TargetFrictionDistanceMin.tooltip=Min distance for friction
TargetFrictionDistancePeak=Target Friction Distance Peak
TargetFrictionDistancePeak.tooltip=Peak distance for friction
TargetFrictionDistanceMax=Target Friction Distance Max
TargetFrictionDistanceMax.tooltip=Max distance allow for friction
TargetFrictionDistanceCurve=Target Friction Distance Curve
TargetFrictionDistanceCurve.tooltip=Interp curve that allows for piece wise functions for the TargetFrictionDistance amount at different ranges
TargetFrictionMultiplierRange=Target Friction Multiplier Range
TargetFrictionMultiplierRange.tooltip=Min/Max friction multiplier applied when target acquired
TargetFrictionPeakRadiusScale=Target Friction Peak Radius Scale
TargetFrictionPeakRadiusScale.tooltip=Amount of additional radius/height given to target cylinder when at peak distance
TargetFrictionPeakHeightScale=Target Friction Peak Height Scale
TargetFrictionOffset=Target Friction Offset
TargetFrictionOffset.tooltip=Offset to apply to friction target location (aim for the chest, etc)
TargetFrictionZoomedBoostValue=Target Friction Zoomed Boost Value
TargetFrictionZoomedBoostValue.tooltip=Boost the Target Friction by this much when zoomed in
TargetAdhesionTimeMax=Target Adhesion Time Max
TargetAdhesionTimeMax.tooltip=Max time to attempt adhesion to the friction target
TargetAdhesionDistanceMax=Target Adhesion Distance Max
TargetAdhesionDistanceMax.tooltip=Max distance to allow adhesion to still kick in
TargetAdhesionAimDistY=Target Adhesion Aim Dist Y
TargetAdhesionAimDistY.tooltip=Max distance from edge of cylinder for adhesion to be valid
TargetAdhesionAimDistZ=Target Adhesion Aim Dist Z
TargetAdhesionScaleRange=Target Adhesion Scale Range
TargetAdhesionScaleRange.tooltip=Min/Max amount to scale for adhesive purposes
TargetAdhesionScaleAmountMin=Target Adhesion Scale Amount Min
TargetAdhesionScaleAmountMin.tooltip=Min amount to scale for adhesive purposes
TargetAdhesionTargetVelocityMin=Target Adhesion Target Velocity Min
TargetAdhesionTargetVelocityMin.tooltip=Require the target to be moving for adhesion to kick in?
TargetAdhesionPlayerVelocityMin=Target Adhesion Player Velocity Min
TargetAdhesionPlayerVelocityMin.tooltip=Require the player to be moving for adhesion to kick in?
TargetAdhesionZoomedBoostValue=Target Adhesion Zoomed Boost Value
TargetAdhesionZoomedBoostValue.tooltip=Boost the Target Adhesion by this much when zoomed in

[UTWeaponLocker]
Weapons=Weapons

[UTMapInfo]
RecommendedPlayersMin=Recommended Players Min
RecommendedPlayersMin.tooltip=recommended player count range - for display on the UI and the auto number of bots setting
RecommendedPlayersMax=Recommended Players Max
RecommendedPlayersMax.tooltip=recommended player count range - for display on the UI and the auto number of bots setting
MapMusicInfo=Map Music Info
MapMusicInfo.tooltip=This is stored in a content package and then pointed to by the map
MapTexture=Map Texture
MapTexture.tooltip=reference to the texture to use for the HUD map
MapTextureYaw=Map Texture Yaw
MapTextureYaw.tooltip=Allows for additional rotation on the texture to be applied
MapCenter=Map Center
MapCenter.tooltip=Location which is used as center for minimap (onslaught)
MapExtent=Map Extent
MapExtent.tooltip=Radius of map (how far it extends from center) used by minimap
MapYaw=Map Yaw
MapYaw.tooltip=Default yaw to apply to minimap
RotatingMiniMapRange=Rotating Mini Map Range
RotatingMiniMapRange.tooltip=range for rotating minimap
DefaultMapSize=Default Map Size
DefaultMapSize.tooltip=Holds the Size of the map when designed

[UTConsolePlayerController]
bTargetAdhesionEnabled=Target Adhesion Enabled
bTargetAdhesionEnabled.tooltip=Whether TargetAdhesion is enabled or not

[UTDeathMessage]
KilledString=Killed String
SomeoneString=Someone String

[UTMutator_LowGrav]
GravityZ=Gravity Z
GravityZ.tooltip=Gravity along Z axis applied to objects in physics volumes which had default gravity.

[UTMutator_Slomo]
GameSpeed=Game Speed
GameSpeed.tooltip=Game speed modifier.

[UTMutator_SpeedFreak]
GameSpeed=Game Speed
GameSpeed.tooltip=Game speed modifier.

[UTTeamHUD]
TeamScaleModifier=Team Scale Modifier
TeamScaleModifier.tooltip=The scaling modifier will be applied to the widget that coorsponds to the player's team

[UTSeqAct_StopCameraAnim]
bStopImmediately=Stop Immediately
bStopImmediately.tooltip=True to stop immediately, regardless of BlendOutTime specified when the anim was played.

[UTSeqAct_PlayCameraAnim]
AnimToPlay=Anim To Play
AnimToPlay.tooltip=The anim to play
BlendInTime=Blend In Time
BlendInTime.tooltip=Time to interpolate in from zero, for smooth starts.
BlendOutTime=Blend Out Time
BlendOutTime.tooltip=Time to interpolate out to zero, for smooth finishes.
Rate=Rate
Rate.tooltip=Rate to play.  1.0 is normal.
IntensityScale=Intensity Scale
IntensityScale.tooltip=Scalar for intensity.  1.0 is normal.

[UTWeaponPickupFactory]
WeaponPickupClass=Weapon Pickup Class

[UTVehicle_Hoverboard]
MeshLocationOffset=Mesh Location Offset
MeshRotationOffset=Mesh Rotation Offset
JumpForceMag=Jump Force Mag
DodgeForceMag=Dodge Force Mag
DodgeForceMag.tooltip=Sideways force when dodging (added to JumpForceMag 0.8)
TrickJumpWarmupMax=Trick Jump Warmup Max
JumpCheckTraceDist=Jump Check Trace Dist
MaxTrackYaw=Max Track Yaw
MaxTrackYaw.tooltip=Max yaw applied to have head/spine track looking direction.
TurnLeanFactor=Turn Lean Factor
TurnLeanFactor.tooltip=TurnLeanFactor adjusts how much the hoverboard leans when turning MaxTurnLean is the maximum amount the hoverboard can lean in unreal angular units StrafeLean is the amount the hoverboard will lean when strafing in unreal angular units
MaxLeanPitchSpeed=Max Lean Pitch Speed
HoverCamOffset=Hover Cam Offset
HoverCamRotOffset=Hover Cam Rot Offset
VelLookAtOffset=Vel Look At Offset
VelBasedCamOffset=Vel Based Cam Offset
VelRollFactor=Vel Roll Factor
HoverCamMaxVelUsed=Hover Cam Max Vel Used
ViewRollRate=View Roll Rate
PhysWeightBlendTime=Phys Weight Blend Time
ImpactGroundResetPhysRiderThresh=Impact Ground Reset Phys Rider Thresh
ImpactGroundResetPhysRiderThresh.tooltip=If we hit the ground harder than this, reset the physics of the rider to the animated pose, to avoid weird psoes.
BigImpactPhysRiderZVel=Big Impact Phys Rider ZVel
BigImpactPhysRiderZVel.tooltip=If we do hit the ground harder than ImpactGroundResetPhysRiderThresh - set the rider Z vel to be this instead.

[UTLockWarningMessage]
MissileLockOnString=Missile Lock On String
RadarLockString=Radar Lock String

[UTSeqAct_InfiniteAmmo]
bInfiniteAmmo=Infinite Ammo

[UTPhysicalMaterialProperty]
MaterialType=Material Type
MaterialType.tooltip=Type of material this is (dirt, gravel, brick, etc) used for looking up material specific effects

[UTSeqAct_PlayAnim]
AnimName=Anim Name
AnimName.tooltip=The name of the anim to play
bLooping=Looping
bLooping.tooltip=Whether or not to loop the anim

[UTDefensePoint]
DefendedObjective=Defended Objective
bSniping=Sniping
bSniping.tooltip=bots should snipe when using this script as a defense point
bOnlyOnFoot=Only On Foot
bOnlyOnFoot.tooltip=bot should not attempt to use this script while in a vehicle
bOnlySkilled=Only Skilled
bOnlySkilled.tooltip=low skill bots shouldn't use this defense point
WeaponPreference=Weapon Preference
WeaponPreference.tooltip=defensepoint grouping - bots will make sure each group has at least one defender before assigning a second
DefenseGroup=Defense Group
DefensePriority=Defense Priority

[UTSeqAct_AIFreeze]
bAllowWeaponFiring=Allow Weapon Firing
bAllowWeaponFiring.tooltip=whether to allow the AI's target selection and weapon firing logic to continue to execute

[UTSeqAct_AIStartFireAt]
ForcedFireMode=Forced Fire Mode

[UTConsolePlayerInput]
bViewAccelerationEnabled=View Acceleration Enabled
bViewAccelerationEnabled.tooltip=Whether ViewAcceleration is enabled or not
bTargetFrictionEnabled=Target Friction Enabled
bTargetFrictionEnabled.tooltip=Whether TargetFriction is enabled or not
ViewAccel_YawThreshold=View Accel_ Yaw Threshold
ViewAccel_YawThreshold.tooltip=Threshold above when Yaw Acceleration kicks in
ViewAccel_DiagonalThreshold=View Accel_ Diagonal Threshold
ViewAccel_BaseMultiplier=View Accel_ Base Multiplier
ViewAccel_BaseMultiplier.tooltip=How fast to start accelerating when the stick is slammed to the edge. It goes to a max of 2.0 over time
ViewAccel_CurrMutliplier=View Accel_ Curr Mutliplier
ViewAccel_TimeToHoldBeforeFastAcceleration=View Accel_ Time To Hold Before Fast Acceleration
ViewAccel_TimeToHoldBeforeFastAcceleration.tooltip=how long you need to hold at edge before the fast acceleration kicks in
ViewAccel_Twitchy=View Accel_ Twitchy
ViewAccel_Twitchy.tooltip=Amount of twitchy we will handle before just taking the real value of the aTurn.  This basically make the controls feel a lot smoother and not just spastic looking all over the place.
Dodge_Threshold=Dodge_ Threshold
Dodge_Threshold.tooltip=If user hits A when the thumbstick is above this threshold, they will dodge in the direction of their thumbstick

[UTTeamStaticMesh]
TeamMaterials=Team Materials
TeamMaterials.tooltip=material used when owned by a team
NeutralMaterial=Neutral Material
NeutralMaterial.tooltip=material used when not owned by a team or when the TeamMaterials array doesn't contain an entry for the requested team

[UTActorFactoryPickup]
InventoryClass=Inventory Class

[UTCTFHUDMessage]
YouHaveFlagString=You Have Flag String
YouHaveFlagString.tooltip=CTF Messages Switch 0: You have the flag message. Switch 1: Enemy has the flag message. Switch 2: You and enemy have flag message.
EnemyHasFlagString=Enemy Has Flag String
BothFlagsString=Both Flags String
RedColor=Red Color
YellowColor=Yellow Color

[UTCTFBase]
TakenSound=Taken Sound
TakenSound.tooltip=audio component that should play when the flag has been taken
MidFieldHighZOffset=Mid Field High ZOffset
MidFieldLowZOffset=Mid Field Low ZOffset
NearBaseRadius=Near Base Radius
BaseExitTime=Base Exit Time
BaseExitTime.tooltip=Particles to play while the flag is gone

[UTKillerMessage]
YouKilled=You Killed
YouKilledTrailer=You Killed Trailer
YouTeamKilled=You Team Killed
YouTeamKilledTrailer=You Team Killed Trailer
OtherKilledPrefix=Other Killed Prefix
OtherKilled=Other Killed
OtherKilledTrailer=Other Killed Trailer

[UTVictimMessage]
YouWereKilledBy=You Were Killed By
KilledByTrailer=Killed By Trailer
OrbSuicideString=Orb Suicide String
RunOverString=Run Over String
SpiderMineString=Spider Mine String
ScorpionKamikazeString=Scorpion Kamikaze String
ViperKamikazeString=Viper Kamikaze String
TelefragString=Telefrag String

[UTAttachment_LinkGun]
TicksBetweenDecals=Ticks Between Decals
TicksBetweenDecals.tooltip=Number of ticks between decals

[PhysAnimTestActor]
LowerBoneNames=Lower Bone Names
LowerBoneNames.tooltip=Names of bones that make up the 'lower half' of this actor.
LinearBoneSpringNames=Linear Bone Spring Names
AngularBoneSpringNames=Angular Bone Spring Names
SkeletalMeshComponent=Skeletal Mesh Component
GetUpBlendTime=Get Up Blend Time
GetUpToIdleTime=Get Up To Idle Time
ActorOriginHeight=Actor Origin Height
PokePauseTime=Poke Pause Time
PokeBlendTime=Poke Blend Time
MotorDownTime=Motor Down Time
MotorDownAnimTime=Motor Down Anim Time
BlendStaggerAnimTime=Blend Stagger Anim Time
StaggerSpeedAdj=Stagger Speed Adj
StaggerVel=Stagger Vel
AngularHipDriveScale=Angular Hip Drive Scale
StaggerMuscleScale=Stagger Muscle Scale

[UTRotatingDroppedPickup]
YawRotationRate=Yaw Rotation Rate

[UTSeqAct_HoverboardSpinJump]
WarmupTime=Warmup Time

[UTWeap_RocketLauncher]
LockCheckTime=Lock Check Time
LockCheckTime.tooltip=The frequency with which we will check for a lock
LockAcquireTime=Lock Acquire Time
LockAcquireTime.tooltip=How long does the player need to target an actor to lock on to it
LockTolerance=Lock Tolerance
LockTolerance.tooltip=Once locked, how long can the player go without painting the object before they lose the lock

[SeqAct_SetPATAState]
NewState=New State

[GameCrowd_ListOfAgents]
ListOfAgents=List Of Agents
ListOfAgents.tooltip=List of archetypes of agents to spawn when a population manager or crowd spawner is using this list.

[UTSeqAct_DummyWeaponFire]
ShotsToFire=Shots To Fire
ShotsToFire.tooltip=number of shots to fire, <= 0 for shoot forever
WeaponClass=Weapon Class
WeaponClass.tooltip=class of weapon to fire
FireMode=Fire Mode
FireMode.tooltip=which fire mode to use
Origin=Origin
Origin.tooltip=actor where the weapon fire is coming from
Target=Target
Target.tooltip=target actor for the weapon fire
MaxSpread=Max Spread
MaxSpread.tooltip=how far off the target shots can be
bSuppressSounds=Suppress Sounds
bSuppressSounds.tooltip=if set, weapon doesn't play any sounds

[UTProj_LoadedRocket]
FlockRadius=Flock Radius
FlockStiffness=Flock Stiffness
FlockMaxForce=Flock Max Force
FlockCurlForce=Flock Curl Force

[UDKAnimNodeSequenceByBoneRotation]
BoneName=Bone Name
BoneName.tooltip=bone whose direction should be tested
BoneAxis=Bone Axis
BoneAxis.tooltip=axis of that bone to check
AnimList=Anim List

[GameFixedCamera]
DefaultFOV=Default FOV
DefaultFOV.tooltip=FOV to fall back to if we can't get one from somewhere else.

[GameExplosionContent]
bAutoControllerVibration=Auto Controller Vibration
bAutoControllerVibration.tooltip=TRUE to attempt to automatically do force feedback to match the camera shake
bOrientCameraShakeTowardsEpicenter=Orient Camera Shake Towards Epicenter
bOrientCameraShakeTowardsEpicenter.tooltip=TRUE to rotate CamShake to play radially relative to the explosion.  Left/Right/Rear will be ignored.
ExplosionSound=Explosion Sound
ExplosionSound.tooltip=Audio to play at explosion time.
CamShake=Cam Shake
CamShake.tooltip=Shake to play when source is in front of the camera, or when directional variants are unspecified.
CamShake_Left=Cam Shake_ Left
CamShake_Left.tooltip=Anim to play when the source event is to the left of the camera.  If None, CamShake will be used instead.
CamShake_Right=Cam Shake_ Right
CamShake_Right.tooltip=Anim to play when the source event is to the right of the camera.  If None, CamShake will be used instead.
CamShake_Rear=Cam Shake_ Rear
CamShake_Rear.tooltip=Anim to play when the source event is behind of the camera.  If None, CamShake will be used instead.
CamShakeInnerRadius=Cam Shake Inner Radius
CamShakeInnerRadius.tooltip=Radius within which to play full-powered camera shake (will be scaled within radius) const
CamShakeOuterRadius=Cam Shake Outer Radius
CamShakeOuterRadius.tooltip=Between inner and outer radii, scale shake from full to zero
CamShakeFalloff=Cam Shake Falloff
CamShakeFalloff.tooltip=Exponent for intensity falloff between inner and outer radii.
CameraLensEffect=Camera Lens Effect
CameraLensEffect.tooltip=Play this CameraLensEffect when ever damage of this type is given.  This will primarily be used by explosions.  But could be used for other impacts too!
CameraLensEffectRadius=Camera Lens Effect Radius
CameraLensEffectRadius.tooltip=This is the radius to play the camera effect on
ExploLight=Explo Light
ExploLight.tooltip=Defines the dynamic light cast by the explosion
ExploLightFadeOutTime=Explo Light Fade Out Time
ExploLightFadeOutTime.tooltip=Dynamic Light fade out time, in seconds
ExploRadialBlur=Explo Radial Blur
ExploRadialBlur.tooltip=Defines the blurred region for the explosion
ExploRadialBlurFadeOutTime=Explo Radial Blur Fade Out Time
ExploRadialBlurFadeOutTime.tooltip=Radial blur fade out time, in seconds
ExploRadialBlurMaxBlur=Explo Radial Blur Max Blur
ExploRadialBlurMaxBlur.tooltip=Radial blur max blur amount
ParticleEmitterTemplate=Particle Emitter Template
ParticleEmitterTemplate.tooltip=Which particle effect to play.
FogVolumeArchetype=Fog Volume Archetype
FogVolumeArchetype.tooltip=The archetype that the artists set up that will be spawned with this explosion

[SeqEvent_HudRenderImage]
DisplayColor=Display Color
DisplayColor.tooltip=The color to modulate the text by
DisplayLocation=Display Location
DisplayLocation.tooltip=The Location to display the text at
DisplayTexture=Display Texture
DisplayTexture.tooltip=The texture to display
XL=XL
XL.tooltip=The Size of the image to display
YL=YL
YL.tooltip=The Size of the image to display
U=U
U.tooltip=The UVs
V=V
V.tooltip=The UVs
UL=UL
UL.tooltip=The UVs
VL=VL
VL.tooltip=The UVs

[SeqEvent_HudRenderText]
DisplayFont=Display Font
DisplayFont.tooltip=The Font to draw
DisplayColor=Display Color
DisplayColor.tooltip=The Color to draw the text in
DisplayLocation=Display Location
DisplayLocation.tooltip=The Location to display the text at
DisplayText=Display Text
DisplayText.tooltip=The text to draw.  NOTE: You can set this via the variable link
TextDrawMethod=Text Draw Method
TextDrawMethod.tooltip=Whether the text should be centered at the display location

[ConeBuilder]
Z=Z
CapZ=Cap Z
OuterRadius=Outer Radius
InnerRadius=Inner Radius
Sides=Sides
GroupName=Group Name
AlignToSide=Align To Side
Hollow=Hollow

[CurvedStairBuilder]
InnerRadius=Inner Radius
StepHeight=Step Height
StepWidth=Step Width
AngleOfCurve=Angle Of Curve
NumSteps=Num Steps
AddToFirstStep=Add To First Step
GroupName=Group Name
CounterClockwise=Counter Clockwise

[CylinderBuilder]
Z=Z
OuterRadius=Outer Radius
InnerRadius=Inner Radius
Sides=Sides
GroupName=Group Name
AlignToSide=Align To Side
Hollow=Hollow

[LinearStairBuilder]
StepLength=Step Length
StepHeight=Step Height
StepWidth=Step Width
NumSteps=Num Steps
AddToFirstStep=Add To First Step
GroupName=Group Name

[SheetBuilder]
X=X
Y=Y
XSegments=XSegments
YSegments=YSegments
Axis=Axis
GroupName=Group Name

[SpiralStairBuilder]
InnerRadius=Inner Radius
StepWidth=Step Width
StepHeight=Step Height
StepThickness=Step Thickness
NumStepsPer360=Num Steps Per 360
NumSteps=Num Steps
GroupName=Group Name
SlopedCeiling=Sloped Ceiling
SlopedFloor=Sloped Floor
CounterClockwise=Counter Clockwise

[TetrahedronBuilder]
Radius=Radius
SphereExtrapolation=Sphere Extrapolation
GroupName=Group Name

[VolumetricBuilder]
Z=Z
Radius=Radius
NumSheets=Num Sheets
GroupName=Group Name

[GFxUIView]
bRequiresNetwork=Requires Network
bRequiresNetwork.tooltip=TRUE to indicate that this scene requires a valid network connection in order to be opened.  If no network connection is\n available, the scene will be closed.

[MorphTestActor]
LookAtActor=Look At Actor
MinMorphDistance=Min Morph Distance
MaxMorphDistance=Max Morph Distance

[SeqAct_SetWheelParticles]
NewParticleSystem=New Particle System

[UTActorFactoryAI]
bForceDeathmatchAI=Force Deathmatch AI
bUseCompartment=Use Compartment
bUseCompartment.tooltip=Try and use physics hardware for this spawned object.

[UTActorFactoryVehicle]
bTeamLocked=Team Locked
bTeamLocked.tooltip=whether the vehicle starts out locked and can only be used by the owning team
bKeyVehicle=Key Vehicle
bKeyVehicle.tooltip=if set, force vehicle to be a key vehicle (displayed on map and considered more important by AI)
TeamNum=Team Num
TeamNum.tooltip=the number of the team that may use this vehicle

[UTVehicle_Manta]
JumpForceMag=Jump Force Mag
MaxJumpZVel=Max Jump ZVel
JumpCheckTraceDist=Jump Check Trace Dist
JumpCheckTraceDist.tooltip=How far down to trace to check if we can jump
DuckForceMag=Duck Force Mag
FullWheelSuspensionTravel=Full Wheel Suspension Travel
FullWheelSuspensionTravel.tooltip=Suspension height when manta is being driven around normally
CrouchedWheelSuspensionTravel=Crouched Wheel Suspension Travel
CrouchedWheelSuspensionTravel.tooltip=Suspension height when manta is crouching
SuspensionTravelAdjustSpeed=Suspension Travel Adjust Speed
SuspensionTravelAdjustSpeed.tooltip=controls how fast to interpolate between various suspension heights
FullWheelSuspensionStiffness=Full Wheel Suspension Stiffness
FullWheelSuspensionStiffness.tooltip=Suspension stiffness when manta is being driven around normally
CrouchedWheelSuspensionStiffness=Crouched Wheel Suspension Stiffness
CrouchedWheelSuspensionStiffness.tooltip=Suspension stiffness when manta is crouching
CrouchedAirSpeed=Crouched Air Speed
CrouchedAirSpeed.tooltip=max speed while crouched
FullAirSpeed=Full Air Speed
FullAirSpeed.tooltip=max speed

[UTVehicle_Scorpion]
BoostUprightTorqueFactor=Boost Upright Torque Factor
BoostUprightMaxTorque=Boost Upright Max Torque
LockSuspensionTravel=Lock Suspension Travel
LockSuspensionTravel.tooltip=How long the springs should be when the wheels need to be locked to the ground
LockSuspensionStiffness=Lock Suspension Stiffness
LockSuspensionStiffness.tooltip=How stiff the suspension should be when the wheels need to be locked to the ground
BoostSteerFactors=Boost Steer Factors
BoostSteerFactors.tooltip=How much the steering should be restricted while boosting

[UTKillZVolume]
KillZDamageType=Kill ZDamage Type

[UTCarriedObjectMessage]
ReturnBlue=Return Blue
ReturnRed=Return Red
ReturnedBlue=Returned Blue
ReturnedRed=Returned Red
CaptureBlue=Capture Blue
CaptureRed=Capture Red
DroppedBlue=Dropped Blue
DroppedRed=Dropped Red
HasBlue=Has Blue
HasRed=Has Red
KilledBlue=Killed Blue
KilledRed=Killed Red

[UTSeqAct_AddNamedBot]
BotName=Bot Name
BotName.tooltip=name of bot to spawn
bForceTeam=Force Team
bForceTeam.tooltip=If true, force the bot to a given team
TeamIndex=Team Index
TeamIndex.tooltip=The Team to add this bot to.  For DM leave at 0, otherwise Red=0, Blue=1
StartSpot=Start Spot
StartSpot.tooltip=NavigationPoint to spawn the bot at

[UTSeqAct_ChangeTeam]
NewTeamNum=New Team Num

[UTSeqAct_EnterVehicle]
SeatIndex=Seat Index
SeatIndex.tooltip=index of the seat of the vehicle the bot should use, or -1 for auto-select

[UTSeqAct_PlayAnnouncement]
Announcement=Announcement

[UTSeqAct_ReturnCTFFlag]
TeamIndex=Team Index
TeamIndex.tooltip=the team whose flag should be returned

[UTSeqAct_ScriptedVoiceMessage]
VoiceToPlay=Voice To Play
SpeakingCharacterName=Speaking Character Name

[UTSeqAct_SetVisibilityModifier]
NewVisibilityModifier=New Visibility Modifier

[UTSeqAct_SpawnProjectile]
ProjectileClass=Projectile Class
ProjectileClass.tooltip=Class of projectile to spawn

[UTSeqCond_CheckWeapon]
TestForWeaponClass=Test For Weapon Class

[UTSeqCond_HasInventory]
RequiredInventory=Required Inventory
RequiredInventory.tooltip=inventory item to check
bAllowSubclass=Allow Subclass
bAllowSubclass.tooltip=whether subclasses of the specified class count
bCheckVehicleDriver=Check Vehicle Driver
bCheckVehicleDriver.tooltip=whether to check the driver Pawn if the player is in a vehicle

[UTSeqCond_IsCarryingFlag]
FlagBase=Flag Base

[UTSeqCond_IsUsingWeapon]
RequiredWeapon=Required Weapon
RequiredWeapon.tooltip=weapon to check
bAllowSubclass=Allow Subclass
bAllowSubclass.tooltip=whether subclasses of the specified class count
bMustBeImpactHammer=Must Be Impact Hammer
bMustBeImpactHammer.tooltip=Ii this is true, the weapon must be the Impact Hammer

[UTSimpleDestroyable]
bDestroyOnDamage=Destroy On Damage
bDestroyOnDamage.tooltip=Should go boom when shot.
bDestroyOnPlayerTouch=Destroy On Player Touch
bDestroyOnPlayerTouch.tooltip=Should go boom when a player walks over it.
bDestroyOnVehicleTouch=Destroy On Vehicle Touch
bDestroyOnVehicleTouch.tooltip=Should go boom when a vehicle drives over it.
MeshOnDestroy=Mesh On Destroy
MeshOnDestroy.tooltip=Mesh to switch to when destroyed.
SoundOnDestroy=Sound On Destroy
SoundOnDestroy.tooltip=Sound to play when destroyed.
ParticlesOnDestroy=Particles On Destroy
ParticlesOnDestroy.tooltip=Particles to play when destroyed.
SpawnPhysMesh=Spawn Phys Mesh
SpawnPhysMesh.tooltip=Static mesh to spawn as physics object when destroyed.
SpawnPhysMeshLifeSpan=Spawn Phys Mesh Life Span
SpawnPhysMeshLifeSpan.tooltip=How long the spawned physics object should last.
SpawnPhysMeshLinearVel=Spawn Phys Mesh Linear Vel
SpawnPhysMeshLinearVel.tooltip=Initial linear velocity for spawned physics object.
SpawnPhysMeshAngularVel=Spawn Phys Mesh Angular Vel
SpawnPhysMeshAngularVel.tooltip=initial angular velocity for spawned physics object.
RespawnTime=Respawn Time
RespawnTime.tooltip=Time between being destroyed and respawning.

[UTSkelControl_CicadaEngine]
ForwardPitch=Forward Pitch
ForwardPitch.tooltip=This holds the max. amount the engine can pitch
BackPitch=Back Pitch
BackPitch.tooltip=This holds the min. amount the engine can pitch
PitchRate=Pitch Rate
PitchRate.tooltip=How fast does it change direction
MaxVelocity=Max Velocity
MaxVelocity.tooltip=Velocity Range
MinVelocity=Min Velocity
MaxVelocityPitchRateMultiplier=Max Velocity Pitch Rate Multiplier

[UTSkelControl_JetThruster]
MaxForwardVelocity=Max Forward Velocity
BlendRate=Blend Rate

[UTSkelControl_Oscillate]
MaxDelta=Max Delta
MaxDelta.tooltip=maximum amount to move the bone
Period=Period
Period.tooltip=the amount of time it takes to go from the starting position (no delta) to MaxDelta
CurrentTime=Current Time
CurrentTime.tooltip=current time of the oscillation (-Period <= CurrentTime <= Period)

[UTTeleporterCustomMesh]
Mesh=Mesh

[UTVehicleBoostPad]
bInitiallyOn=Initially On
BoostPower=Boost Power
BoostDamping=Boost Damping
AffectedVehicles=Affected Vehicles

[Category]
Object=Object
Baked=Baked
Movement=Movement
Display=Display
Collision=Collision
Attachment=Attachment
Physics=Physics
Advanced=Advanced
Debug=Debug
ZoneInfo=Zone Info
WorldInfo=World Info
Mobile=Mobile
ProcBuildings=Proc Buildings
PhysicsAdvanced=Physics Advanced
Fracture=Fracture
PrecomputedVisibility=Precomputed Visibility
LightEnvironment=Light Environment
Rendering=Rendering
Lightmass=Lightmass
Editor=Editor
Settings=Settings
Colors=Colors
Brush=Brush
Volume=Volume
BlockingVolume=Blocking Volume
DynamicBlockingVolume=Dynamic Blocking Volume
CullDistanceVolume=Cull Distance Volume
LevelGridVolume=Level Grid Volume
LevelStreamingVolume=Level Streaming Volume
PhysicsVolume=Physics Volume
GravityVolume=Gravity Volume
LadderVolume=Ladder Volume
PostProcessVolume=Post Process Volume
PrecomputedVisibilityOverrideVolume=Precomputed Visibility Override Volume
ReverbVolume=Reverb Volume
DynamicSMActor=Dynamic SMActor
InterpActor=Interp Actor
Emitter=Emitter
HUD=HUD
CoverGroup=Cover Group
GameInfo=Game Info
Mutator=Mutator
Route=Route
WindPointSource=Wind Point Source
Inventory=Inventory
Weapon=Weapon
MaterialInstanceActor=Material Instance Actor
NavigationPoint=Navigation Point
VehicleUsage=Vehicle Usage
CoverLink=Cover Link
DoorMarker=Door Marker
LiftCenter=Lift Center
LiftExit=Lift Exit
VolumePathNode=Volume Path Node
PlayerStart=Player Start
MeshGeneration=Mesh Generation
AISwitchablePylon=AISwitchable Pylon
Teleporter=Teleporter
Note=Note
Projectile=Projectile
SceneCaptureActor=Scene Capture Actor
SceneCaptureReflectActor=Scene Capture Reflect Actor
PortalTeleporter=Portal Teleporter
StaticMeshActor=Static Mesh Actor
StaticMeshActorBasedOnExtremeContent=Static Mesh Actor Based On Extreme Content
Trigger=Trigger
AudioComponent=Audio Component
HeightFogComponent=Height Fog Component
Lighting=Lighting
PrimitiveComponent=Primitive Component
ArrowComponent=Arrow Component
BrushComponent=Brush Component
CylinderComponent=Cylinder Component
DrawBoxComponent=Draw Box Component
DrawCapsuleComponent=Draw Capsule Component
DrawConeComponent=Draw Cone Component
DrawCylinderComponent=Draw Cylinder Component
DrawFrustumComponent=Draw Frustum Component
DrawQuadComponent=Draw Quad Component
DrawSphereComponent=Draw Sphere Component
SpriteComponent=Sprite Component
RadialBlurComponent=Radial Blur Component
Capture=Capture
WindDirectionalSourceComponent=Wind Directional Source Component
WindPointSourceComponent=Wind Point Source Component
ActorFactoryActor=Actor Factory Actor
ActorFactoryAI=Actor Factory AI
ActorFactoryAmbientSound=Actor Factory Ambient Sound
ActorFactoryAmbientSoundSimple=Actor Factory Ambient Sound Simple
ActorFactoryApexDestructible=Actor Factory Apex Destructible
ActorFactoryArchetype=Actor Factory Archetype
ActorFactoryDynamicSM=Actor Factory Dynamic SM
ActorFactoryRigidBody=Actor Factory Rigid Body
ActorFactoryEmitter=Actor Factory Emitter
ActorFactoryFracturedStaticMesh=Actor Factory Fractured Static Mesh
ActorFactoryLensFlare=Actor Factory Lens Flare
ActorFactoryPhysicsAsset=Actor Factory Physics Asset
ActorFactorySkeletalMesh=Actor Factory Skeletal Mesh
ActorFactoryStaticMesh=Actor Factory Static Mesh
ActorFactoryVehicle=Actor Factory Vehicle
BookMark=Book Mark
BookMark2D=Book Mark 2D
Camera=Camera
PlayerController=Player Controller
ClipPadEntry=Clip Pad Entry
CurveEdPresetCurve=Curve Ed Preset Curve
DamageType=Damage Type
RigidBody=Rigid Body
DistributionFloatConstant=Distribution Float Constant
DistributionFloatParameterBase=Distribution Float Parameter Base
DistributionFloatConstantCurve=Distribution Float Constant Curve
DistributionFloatUniform=Distribution Float Uniform
DistributionFloatUniformCurve=Distribution Float Uniform Curve
DistributionVectorConstant=Distribution Vector Constant
DistributionVectorParameterBase=Distribution Vector Parameter Base
DistributionVectorConstantCurve=Distribution Vector Constant Curve
DistributionVectorUniform=Distribution Vector Uniform
DistributionVectorUniformCurve=Distribution Vector Uniform Curve
EdCoordSystem=Ed Coord System
FaceFXAnimSet=Face FXAnim Set
FaceFXAsset=Face FXAsset
Font=Font
MultiFont=Multi Font
FontImportOptions=Font Import Options
ForceFeedbackWaveform=Force Feedback Waveform
InterpTrack=Interp Track
KMeshProps=KMesh Props
LevelStreaming=Level Streaming
LevelStreamingAlwaysLoaded=Level Streaming Always Loaded
LevelStreamingDistance=Level Streaming Distance
LightmappedSurfaceCollection=Lightmapped Surface Collection
General=General
Occlusion=Occlusion
MaterialInterface=Material Interface
Mobile,Specular=Mobile, Specular
Mobile,BumpOffset=Mobile, Bump Offset
Mobile,TextureBlending=Mobile, Texture Blending
Mobile,ColorBlending=Mobile, Color Blending
Mobile,TextureTransform=Mobile, Texture Transform
Mobile,VertexAnimation=Mobile, Vertex Animation
Mobile,Emissive=Mobile, Emissive
Mobile,Environment=Mobile, Environment
Mobile,RimLighting=Mobile, Rim Lighting
Mobile,Masking=Mobile, Masking
PhysicalMaterial=Physical Material
Material=Material
Misc=Misc
D3D11=D3D11
Translucency=Translucency
MutuallyExclusiveUsage=Mutually Exclusive Usage
Usage=Usage
MaterialExpression=Material Expression
ObjectReferencer=Object Referencer
PostProcessEffect=Post Process Effect
Color=Color
Halo=Halo
Filter=Filter
History=History
BlurEffect=Blur Effect
DepthOfField=Depth Of Field
DepthOfField,BlurAmount=Depth Of Field, Blur Amount
Bloom=Bloom
MotionBlur=Motion Blur
Scene=Scene
Tonemapper=Tonemapper
Bloom,Shape=Bloom, Shape
MaterialEffect=Material Effect
MotionBlurEffect=Motion Blur Effect
StaticMeshComponentFactory=Static Mesh Component Factory
ReachSpec=Reach Spec
CoverSlipReachSpec=Cover Slip Reach Spec
MantleReachSpec=Mantle Reach Spec
SlotToSlotReachSpec=Slot To Slot Reach Spec
SwatTurnReachSpec=Swat Turn Reach Spec
SoundCue=Sound Cue
SpeechRecognition=Speech Recognition
None=None
RB_BodySetup=RB_Body Setup
ParticleSystem=Particle System
LOD=LOD
Thumbnail=Thumbnail
Bounds=Bounds
Delay=Delay
MacroUV=Macro UV
Texture=Texture
Texture2D=Texture 2D
NavMeshObstacle=Nav Mesh Obstacle
StaticMeshComponent=Static Mesh Component
MobileSettings=Mobile Settings
AICommandNodeBase=AICommand Node Base
AICommandNodeRoot=AICommand Node Root
AIGatherNodeBase=AIGather Node Base
PathDebug=Path Debug
NavMeshPath_WithinDistanceEnvelope=Nav Mesh Path_ Within Distance Envelope
NavMeshPath_WithinTraversalDist=Nav Mesh Path_ Within Traversal Dist
NavMeshGoal_WithinDistanceEnvelope=Nav Mesh Goal_ Within Distance Envelope
Path_WithinDistanceEnvelope=Path_ Within Distance Envelope
Path_WithinTraversalDist=Path_ Within Traversal Dist
SkeletalMeshActor=Skeletal Mesh Actor
SkeletalMeshActorBasedOnExtremeContent=Skeletal Mesh Actor Based On Extreme Content
HeadTrackingComponent=Head Tracking Component
Target=Target
AnimationCompressionAlgorithm=Animation Compression Algorithm
AnimationCompressionAlgorithm_Automatic=Animation Compression Algorithm_ Automatic
AnimationCompressionAlgorithm_RemoveEverySecondKey=Animation Compression Algorithm_ Remove Every Second Key
LinearKeyRemoval=Linear Key Removal
PerTrack=Per Track
Resampling=Resampling
AdaptiveError=Adaptive Error
AdaptiveError2=Adaptive Error 2
AnimationCompressionAlgorithm_RemoveTrivialKeys=Animation Compression Algorithm_ Remove Trivial Keys
AnimMetaData_SkelControl=Anim Meta Data_ Skel Control
AnimMetaData_SkelControlKeyFrame=Anim Meta Data_ Skel Control Key Frame
AnimNotify_CameraEffect=Anim Notify_ Camera Effect
AnimNotify_ClothingMaxDistanceScale=Anim Notify_ Clothing Max Distance Scale
AnimNotify_Footstep=Anim Notify_ Footstep
AnimNotify_ForceField=Anim Notify_ Force Field
AnimNotify_Kismet=Anim Notify_ Kismet
AnimNotify_PlayParticleEffect=Anim Notify_ Play Particle Effect
AnimNotify_Rumble=Anim Notify_ Rumble
AnimNotify_Script=Anim Notify_ Script
AnimNotify_PawnMaterialParam=Anim Notify_ Pawn Material Param
AnimNotify_ViewShake=Anim Notify_ View Shake
AnimNotify_Sound=Anim Notify_ Sound
Trails=Trails
AnimNotify_Trails=Anim Notify_ Trails
Performance=Performance
AnimNode=Anim Node
Morph=Morph
AnimNodeBlendBase=Anim Node Blend Base
AnimNode_MultiBlendPerBone=Anim Node_ Multi Blend Per Bone
AnimNodeAimOffset=Anim Node Aim Offset
AnimNodeBlend=Anim Node Blend
AnimNodeBlendPerBone=Anim Node Blend Per Bone
AnimNodeCrossfader=Anim Node Crossfader
AnimNodeBlendDirectional=Anim Node Blend Directional
AnimNodeBlendList=Anim Node Blend List
AnimNodeBlendByBase=Anim Node Blend By Base
AnimNodeBlendByProperty=Anim Node Blend By Property
AnimNodeBlendBySpeed=Anim Node Blend By Speed
AnimNodeRandom=Anim Node Random
AnimNodeBlendMultiBone=Anim Node Blend Multi Bone
AnimNodeMirror=Anim Node Mirror
AnimNodeScalePlayRate=Anim Node Scale Play Rate
AnimNodeScaleRateBySpeed=Anim Node Scale Rate By Speed
AnimNodeSlot=Anim Node Slot
AnimNodeSynch=Anim Node Synch
AnimTree=Anim Tree
AnimNodeSequence=Anim Node Sequence
Group=Group
Animations=Animations
AnimNodeSequenceBlendByAim=Anim Node Sequence Blend By Aim
MorphNodeBase=Morph Node Base
MorphNodeMultiPose=Morph Node Multi Pose
MorphNodePose=Morph Node Pose
BaseBone=Base Bone
AngleBone=Angle Bone
MorphNodeWeightByBoneAngle=Morph Node Weight By Bone Angle
MorphNodeWeightByBoneRotation=Morph Node Weight By Bone Rotation
Controller=Controller
SkelControlBase=Skel Control Base
Effector=Effector
CCD=CCD
SkelControl_Multiply=Skel Control_ Multiply
SkelControl_TwistBone=Skel Control_ Twist Bone
Joint=Joint
Limb=Limb
SkelControlLimb=Skel Control Limb
FootPlacement=Foot Placement
LookAt=Look At
Limit=Limit
Adjustments=Adjustments
Translation=Translation
Rotation=Rotation
Handlebars=Handlebars
Wheel=Wheel
Spline=Spline
Trail=Trail
AnimSequence=Anim Sequence
AnimSet=Anim Set
DecalActorBase=Decal Actor Base
Decal=Decal
DecalFilter=Decal Filter
DecalRender=Decal Render
ActorFactoryDecal=Actor Factory Decal
FogVolumeDensityInfo=Fog Volume Density Info
ExponentialHeightFogComponent=Exponential Height Fog Component
FogVolumeDensityComponent=Fog Volume Density Component
FogVolumeConeDensityComponent=Fog Volume Cone Density Component
FogVolumeConstantDensityComponent=Fog Volume Constant Density Component
FogVolumeLinearHalfspaceDensityComponent=Fog Volume Linear Halfspace Density Component
FogVolumeSphericalDensityComponent=Fog Volume Spherical Density Component
ApexDestructibleActor=Apex Destructible Actor
FracturedStaticMeshActor=Fractured Static Mesh Actor
FractureManager=Fracture Manager
ImageReflection=Image Reflection
ImageReflectionSceneCapture=Image Reflection Scene Capture
ImageReflectionShadowPlane=Image Reflection Shadow Plane
ImageReflectionComponent=Image Reflection Component
ImageReflectionShadowPlaneComponent=Image Reflection Shadow Plane Component
ApexComponentBase=Apex Component Base
FracturedStaticMeshComponent=Fractured Static Mesh Component
ImageBasedReflectionComponent=Image Based Reflection Component
InstancedStaticMeshComponent=Instanced Static Mesh Component
ApexAsset=Apex Asset
ApexClothingAsset=Apex Clothing Asset
ApexDestructibleAsset=Apex Destructible Asset
ApexGenericAsset=Apex Generic Asset
InterpGroup=Interp Group
InterpGroupAI=Interp Group AI
InterpTrackBoolProp=Interp Track Bool Prop
InterpTrackDirector=Interp Track Director
InterpTrackEvent=Interp Track Event
InterpTrackFaceFX=Interp Track Face FX
InterpTrackFloatBase=Interp Track Float Base
InterpTrackAnimControl=Interp Track Anim Control
InterpTrackFade=Interp Track Fade
InterpTrackFloatMaterialParam=Interp Track Float Material Param
InterpTrackFloatParticleParam=Interp Track Float Particle Param
InterpTrackFloatProp=Interp Track Float Prop
InterpTrackMorphWeight=Interp Track Morph Weight
InterpTrackSkelControlScale=Interp Track Skel Control Scale
InterpTrackHeadTracking=Interp Track Head Tracking
InterpTrackLinearColorBase=Interp Track Linear Color Base
InterpTrackLinearColorProp=Interp Track Linear Color Prop
InterpTrackMove=Interp Track Move
InterpTrackToggle=Interp Track Toggle
InterpTrackVectorBase=Interp Track Vector Base
InterpTrackColorProp=Interp Track Color Prop
InterpTrackSound=Interp Track Sound
InterpTrackVectorMaterialParam=Interp Track Vector Material Param
InterpTrackVectorProp=Interp Track Vector Prop
InterpTrackVisibility=Interp Track Visibility
InterpTrackInstHeadTracking=Interp Track Inst Head Tracking
InterpTrackInstToggle=Interp Track Inst Toggle
InterpTrackInstVisibility=Interp Track Inst Visibility
MaterialExpressionBumpOffset=Material Expression Bump Offset
MaterialExpressionComment=Material Expression Comment
MaterialExpressionComponentMask=Material Expression Component Mask
MaterialExpressionCompound=Material Expression Compound
MaterialExpressionConstant=Material Expression Constant
MaterialExpressionConstant2Vector=Material Expression Constant 2Vector
MaterialExpressionConstant3Vector=Material Expression Constant 3Vector
MaterialExpressionConstant4Vector=Material Expression Constant 4Vector
MaterialExpressionConstantBiasScale=Material Expression Constant Bias Scale
MaterialExpressionConstantClamp=Material Expression Constant Clamp
MaterialExpressionCosine=Material Expression Cosine
MaterialExpressionCustom=Material Expression Custom
MaterialExpressionCustomTexture=Material Expression Custom Texture
MaterialExpressionDepthBiasedAlpha=Material Expression Depth Biased Alpha
MaterialExpressionDepthBiasedBlend=Material Expression Depth Biased Blend
MaterialExpressionDepthOfFieldFunction=Material Expression Depth Of Field Function
MaterialExpressionDesaturation=Material Expression Desaturation
MaterialExpressionDestDepth=Material Expression Dest Depth
MaterialExpressionDynamicParameter=Material Expression Dynamic Parameter
MaterialExpressionFontSample=Material Expression Font Sample
MaterialExpressionFontSampleParameter=Material Expression Font Sample Parameter
MaterialExpressionFresnel=Material Expression Fresnel
MaterialExpressionPanner=Material Expression Panner
MaterialExpressionParameter=Material Expression Parameter
MaterialExpressionScalarParameter=Material Expression Scalar Parameter
MaterialExpressionStaticComponentMaskParameter=Material Expression Static Component Mask Parameter
MaterialExpressionStaticSwitchParameter=Material Expression Static Switch Parameter
MaterialExpressionVectorParameter=Material Expression Vector Parameter
MaterialExpressionParticleMacroUV=Material Expression Particle Macro UV
MaterialExpressionPixelDepth=Material Expression Pixel Depth
MaterialExpressionRotator=Material Expression Rotator
MaterialExpressionSceneDepth=Material Expression Scene Depth
MaterialExpressionSceneTexture=Material Expression Scene Texture
MaterialExpressionScreenPosition=Material Expression Screen Position
MaterialExpressionSine=Material Expression Sine
MaterialExpressionSphereMask=Material Expression Sphere Mask
MaterialExpressionTerrainLayerCoords=Material Expression Terrain Layer Coords
MaterialExpressionTerrainLayerWeight=Material Expression Terrain Layer Weight
MaterialExpressionTextureCoordinate=Material Expression Texture Coordinate
MaterialExpressionTextureSample=Material Expression Texture Sample
MaterialExpressionDepthBiasBlend=Material Expression Depth Bias Blend
MaterialExpressionTextureSampleParameter=Material Expression Texture Sample Parameter
MaterialExpressionAntialiasedTextureMask=Material Expression Antialiased Texture Mask
MaterialExpressionTime=Material Expression Time
MaterialExpressionTransform=Material Expression Transform
MaterialExpressionTransformPosition=Material Expression Transform Position
MaterialInstance=Material Instance
PhysicalMaterialMask=Physical Material Mask
MaterialInstanceConstant=Material Instance Constant
MaterialInstanceTimeVarying=Material Instance Time Varying
EmitterCameraLensEffectBase=Emitter Camera Lens Effect Base
ParticleSystemComponent=Particle System Component
Particle=Particle
Cascade=Cascade
Acceleration=Acceleration
Attractor=Attractor
Location=Location
Modifier=Modifier
Position=Position
Tangent=Tangent
Strength=Strength
LowFreq=Low Freq
Source=Source
Actors=Actors
RandomSeed=Random Seed
Events=Events
ParticleModuleEventReceiverKillParticles=Particle Module Event Receiver Kill Particles
Spawn=Spawn
Velocity=Velocity
Kill=Kill
Lifetime=Lifetime
BoneSocket=Bone Socket
VertSurface=Vert Surface
SourceMovement=Source Movement
ParticleModuleMaterialByParameter=Particle Module Material By Parameter
MeshMaterials=Mesh Materials
Orbit=Orbit
Chaining=Chaining
Offset=Offset
RotationRate=Rotation Rate
Orientation=Orientation
ParticleModuleParameterDynamic=Particle Module Parameter Dynamic
SubUV=Sub UV
Normals=Normals
Duration=Duration
Size=Size
ParticleModuleSizeScale=Particle Module Size Scale
ParticleModuleSizeScaleByTime=Particle Module Size Scale By Time
Burst=Burst
Realtime=Realtime
FlipBook=Flip Book
Taper=Taper
Anim=Anim
Beam=Beam
Branching=Branching
Distance=Distance
Mesh=Mesh
CameraFacing=Camera Facing
PhysXEmitter=Phys XEmitter
ParticleSystemReplay=Particle System Replay
Buffer=Buffer
SdkExpert=Sdk Expert
Dynamics=Dynamics
KActor=KActor
StayUprightSpring=Stay Upright Spring
KAsset=KAsset
Pawn=Pawn
AI=AI
Vehicle=Vehicle
SVehicle=SVehicle
UprightConstraint=Upright Constraint
Uprighting=Uprighting
Sounds=Sounds
RB_ConstraintActor=RB_Constraint Actor
Pulley=Pulley
RB_LineImpulseActor=RB_Line Impulse Actor
RB_RadialImpulseActor=RB_Radial Impulse Actor
RB_Thruster=RB_Thruster
RB_ConstraintDrawComponent=RB_Constraint Draw Component
RB_RadialImpulseComponent=RB_Radial Impulse Component
RB_Handle=RB_Handle
RB_Spring=RB_Spring
SVehicleSimBase=SVehicle Sim Base
SVehicleSimCar=SVehicle Sim Car
SVehicleSimTank=SVehicle Sim Tank
ActorFactoryApexClothing=Actor Factory Apex Clothing
ApexDestructibleDamageParameters=Apex Destructible Damage Parameters
FractureMaterial=Fracture Material
Impact=Impact
Slide=Slide
Parent=Parent
PhysicalProperties=Physical Properties
BoneSpring=Bone Spring
RB_BodyInstance=RB_Body Instance
Linear=Linear
Angular=Angular
RB_ConstraintSetup=RB_Constraint Setup
SVehicleWheel=SVehicle Wheel
NxGenericForceFieldBrush=Nx Generic Force Field Brush
RB_ForceFieldExcludeVolume=RB_Force Field Exclude Volume
NxForceField=Nx Force Field
NxCylindricalForceField=Nx Cylindrical Force Field
NxCylindricalForceFieldCapsule=Nx Cylindrical Force Field Capsule
NxForceFieldGeneric=Nx Force Field Generic
NxForceFieldRadial=Nx Force Field Radial
NxForceFieldTornado=Nx Force Field Tornado
NxGenericForceField=Nx Generic Force Field
NxGenericForceFieldBox=Nx Generic Force Field Box
NxGenericForceFieldCapsule=Nx Generic Force Field Capsule
NxRadialForceField=Nx Radial Force Field
NxRadialCustomForceField=Nx Radial Custom Force Field
NxTornadoAngularForceField=Nx Tornado Angular Force Field
NxTornadoAngularForceFieldCapsule=Nx Tornado Angular Force Field Capsule
NxTornadoForceField=Nx Tornado Force Field
NxTornadoForceFieldCapsule=Nx Tornado Force Field Capsule
NxForceFieldSpawnable=Nx Force Field Spawnable
RB_CylindricalForceActor=RB_Cylindrical Force Actor
RB_RadialForceActor=RB_Radial Force Actor
NxForceFieldComponent=Nx Force Field Component
NxForceFieldCylindricalComponent=Nx Force Field Cylindrical Component
NxForceFieldGenericComponent=Nx Force Field Generic Component
NxForceFieldRadialComponent=Nx Force Field Radial Component
NxForceFieldTornadoComponent=Nx Force Field Tornado Component
DMC_Prototype=DMC_Prototype
SequenceObject=Sequence Object
SequenceFrame=Sequence Frame
Sequence=Sequence
SequenceAction=Sequence Action
SeqAct_ActivateRemoteEvent=Seq Act_ Activate Remote Event
SeqAct_ApplySoundNode=Seq Act_ Apply Sound Node
SeqAct_AttachToEvent=Seq Act_ Attach To Event
SeqAct_CameraFade=Seq Act_ Camera Fade
SeqAct_CameraLookAt=Seq Act_ Camera Look At
SeqAct_CameraShake=Seq Act_ Camera Shake
SeqAct_ChangeCollision=Seq Act_ Change Collision
SeqAct_ConvertToString=Seq Act_ Convert To String
SeqAct_DrawText=Seq Act_ Draw Text
SeqAct_FinishSequence=Seq Act_ Finish Sequence
SeqAct_Gate=Seq Act_ Gate
SeqAct_GetDistance=Seq Act_ Get Distance
SeqAct_GetLocationAndRotation=Seq Act_ Get Location And Rotation
SeqAct_GetProperty=Seq Act_ Get Property
SeqAct_GetVelocity=Seq Act_ Get Velocity
SeqAct_HeadTrackingControl=Seq Act_ Head Tracking Control
SeqAct_IsInObjectList=Seq Act_ Is In Object List
SeqAct_ActorFactory=Seq Act_ Actor Factory
MuzzleFlash=Muzzle Flash
SeqAct_AIMoveToActor=Seq Act_ AIMove To Actor
SeqAct_Delay=Seq Act_ Delay
SeqAct_DelaySwitch=Seq Act_ Delay Switch
SeqAct_Interp=Seq Act_ Interp
SeqAct_LevelStreamingBase=Seq Act_ Level Streaming Base
SeqAct_LevelStreaming=Seq Act_ Level Streaming
SeqAct_MultiLevelStreaming=Seq Act_ Multi Level Streaming
SeqAct_LevelVisibility=Seq Act_ Level Visibility
SeqAct_PlaySound=Seq Act_ Play Sound
SeqAct_PrepareMapChange=Seq Act_ Prepare Map Change
SeqAct_SetDOFParams=Seq Act_ Set DOFParams
BlurAmount=Blur Amount
SeqAct_SetMotionBlurParams=Seq Act_ Set Motion Blur Params
SeqAct_StreamInTextures=Seq Act_ Stream In Textures
CinematicMipLevels=Cinematic Mip Levels
SeqAct_WaitForLevelsVisible=Seq Act_ Wait For Levels Visible
SeqAct_Log=Seq Act_ Log
SeqAct_ModifyCover=Seq Act_ Modify Cover
SeqAct_ModifyHealth=Seq Act_ Modify Health
SeqAct_ParticleEventGenerator=Seq Act_ Particle Event Generator
SeqAct_PlayCameraAnim=Seq Act_ Play Camera Anim
SeqAct_PlayFaceFXAnim=Seq Act_ Play Face FXAnim
SeqAct_PlayMusicTrack=Seq Act_ Play Music Track
SeqAct_Possess=Seq Act_ Possess
SeqAct_RangeSwitch=Seq Act_ Range Switch
SeqAct_SetApexClothingParam=Seq Act_ Set Apex Clothing Param
SeqAct_SetCameraTarget=Seq Act_ Set Camera Target
SeqAct_SetMaterial=Seq Act_ Set Material
SeqAct_SetMatInstScalarParam=Seq Act_ Set Mat Inst Scalar Param
SeqAct_SetMesh=Seq Act_ Set Mesh
SeqAct_SetPhysics=Seq Act_ Set Physics
SeqAct_AccessObjectList=Seq Act_ Access Object List
SeqAct_AddFloat=Seq Act_ Add Float
SeqAct_AddInt=Seq Act_ Add Int
SeqAct_CastToInt=Seq Act_ Cast To Int
SeqAct_DivideFloat=Seq Act_ Divide Float
SeqAct_DivideInt=Seq Act_ Divide Int
SeqAct_ModifyObjectList=Seq Act_ Modify Object List
SeqAct_MultiplyFloat=Seq Act_ Multiply Float
SeqAct_MultiplyInt=Seq Act_ Multiply Int
SeqAct_SetBool=Seq Act_ Set Bool
SeqAct_SetFloat=Seq Act_ Set Float
SeqAct_SetInt=Seq Act_ Set Int
SeqAct_SetLocation=Seq Act_ Set Location
SeqAct_SetObject=Seq Act_ Set Object
SeqAct_SetString=Seq Act_ Set String
SeqAct_SubtractFloat=Seq Act_ Subtract Float
SeqAct_SubtractInt=Seq Act_ Subtract Int
SeqAct_Switch=Seq Act_ Switch
SeqAct_Timer=Seq Act_ Timer
SeqAct_Trace=Seq Act_ Trace
SeqCond_CompareFloat=Seq Cond_ Compare Float
SeqCond_CompareInt=Seq Cond_ Compare Int
SeqCond_Increment=Seq Cond_ Increment
SeqCond_IncrementFloat=Seq Cond_ Increment Float
SeqCond_IsLoggedIn=Seq Cond_ Is Logged In
SeqCond_SwitchClass=Seq Cond_ Switch Class
SeqCond_SwitchObject=Seq Cond_ Switch Object
SequenceEvent=Sequence Event
SeqEvent_AISeeEnemy=Seq Event_ AISee Enemy
SeqEvent_AnimNotify=Seq Event_ Anim Notify
SeqEvent_Console=Seq Event_ Console
SeqEvent_Mover=Seq Event_ Mover
SeqEvent_ParticleEvent=Seq Event_ Particle Event
SeqEvent_ProjectileLanded=Seq Event_ Projectile Landed
SeqEvent_RemoteEvent=Seq Event_ Remote Event
SeqEvent_RigidBodyCollision=Seq Event_ Rigid Body Collision
SeqEvent_SequenceActivated=Seq Event_ Sequence Activated
SeqEvent_TakeDamage=Seq Event_ Take Damage
TouchTypes=Touch Types
SeqEvent_Touch=Seq Event_ Touch
SeqEvent_Used=Seq Event_ Used
SequenceVariable=Sequence Variable
InterpData=Interp Data
SeqVar_Bool=Seq Var_ Bool
SeqVar_External=Seq Var_ External
SeqVar_Float=Seq Var_ Float
SeqVar_RandomFloat=Seq Var_ Random Float
SeqVar_Int=Seq Var_ Int
SeqVar_RandomInt=Seq Var_ Random Int
SeqVar_Named=Seq Var_ Named
SeqVar_Object=Seq Var_ Object
SeqVar_Group=Seq Var_ Group
SeqVar_ObjectList=Seq Var_ Object List
SeqVar_ObjectVolume=Seq Var_ Object Volume
SeqVar_Player=Seq Var_ Player
SeqVar_String=Seq Var_ String
SeqVar_Vector=Seq Var_ Vector
AmbientSound=Ambient Sound
Audio=Audio
AmbientSoundSimple=Ambient Sound Simple
AmbientSoundSimpleToggleable=Ambient Sound Simple Toggleable
Attenuation=Attenuation
LowPassFilter=Low Pass Filter
Modulation=Modulation
SoundNodeConcatenator=Sound Node Concatenator
SoundNodeDistanceCrossFade=Sound Node Distance Cross Fade
Looping=Looping
SoundNodeMixer=Sound Node Mixer
SoundNodeModulatorContinuous=Sound Node Modulator Continuous
Oscillator=Oscillator
SoundNodeRandom=Sound Node Random
Compression=Compression
TTS=TTS
Subtitles=Subtitles
Info=Info
SoundNodeWave=Sound Node Wave
SoundNodeWaveParam=Sound Node Wave Param
Landscape=Landscape
Terrain=Terrain
TerrainLayerSetup=Terrain Layer Setup
Displacement=Displacement
PlayerInput=Player Input
UISoundTheme=UISound Theme
UIDynamicFieldProvider=UIDynamic Field Provider
UIDataProvider_MenuItem=UIData Provider_ Menu Item
FoliagePhysics=Foliage Physics
FluidInfluenceActor=Fluid Influence Actor
FluidSurfaceActor=Fluid Surface Actor
FluidInfluenceComponent=Fluid Influence Component
FluidRaindrops=Fluid Raindrops
FluidWave=Fluid Wave
FluidFlow=Fluid Flow
FluidSphere=Fluid Sphere
FluidSurfaceComponent=Fluid Surface Component
Fluid=Fluid
FluidDetail=Fluid Detail
FluidDebug=Fluid Debug
SpeedTreeActor=Speed Tree Actor
SpeedTree=Speed Tree
SpeedTreeActorFactory=Speed Tree Actor Factory
SpeedTreeComponentFactory=Speed Tree Component Factory
Wind=Wind
LensFlareSource=Lens Flare Source
LensFlareComponent=Lens Flare Component
Reflections=Reflections
Visibility=Visibility
TextureCube=Texture Cube
TextureMovie=Texture Movie
TextureRenderTarget=Texture Render Target
TextureRenderTarget2D=Texture Render Target 2D
TextureRenderTargetCube=Texture Render Target Cube
AudioDevice=Audio Device
SoundClass=Sound Class
EQ=EQ
SoundClasses=Sound Classes
SoundMode=Sound Mode
MatineePawn=Matinee Pawn
Scout=Scout
Light=Light
LightComponent=Light Component
LightShafts=Light Shafts
AdvancedLighting=Advanced Lighting
CascadedShadowMaps=Cascaded Shadow Maps
PointLightComponent=Point Light Component
SpotLightComponent=Spot Light Component
SkyLightComponent=Sky Light Component
SphericalHarmonicLightComponent=Spherical Harmonic Light Component
LightEnvironmentComponent=Light Environment Component
DynamicLightEnvironmentComponent=Dynamic Light Environment Component
LightFunction=Light Function
SkeletalMeshComponent=Skeletal Mesh Component
Cloth=Cloth
ApexClothing=Apex Clothing
SoftBody=Soft Body
SkeletalMesh=Skeletal Mesh
ClothAdvanced=Cloth Advanced
SkeletalMeshSocket=Skeletal Mesh Socket
SplineActor=Spline Actor
SplineLoftActor=Spline Loft Actor
SplineComponent=Spline Component
ProcBuilding=Proc Building
PBRuleNodeBase=PBRule Node Base
PBRuleNodeAlternate=PBRule Node Alternate
PBRuleNodeComment=PBRule Node Comment
PBRuleNodeCorner=PBRule Node Corner
PBRuleNodeCycle=PBRule Node Cycle
PBRuleNodeEdgeAngle=PBRule Node Edge Angle
PBRuleNodeEdgeMesh=PBRule Node Edge Mesh
PBRuleNodeExtractTopBottom=PBRule Node Extract Top Bottom
PBRuleNodeLODQuad=PBRule Node LODQuad
PBRuleNodeMesh=PBRule Node Mesh
PBRuleNodeQuad=PBRule Node Quad
PBRuleNodeRandom=PBRule Node Random
PBRuleNodeRepeat=PBRule Node Repeat
PBRuleNodeSize=PBRule Node Size
PBRuleNodeSplit=PBRule Node Split
PBRuleNodeSubRuleset=PBRule Node Sub Ruleset
PBRuleNodeTransform=PBRule Node Transform
PBRuleNodeVariation=PBRule Node Variation
PBRuleNodeWindowWall=PBRule Node Window Wall
ProcBuildingRuleset=Proc Building Ruleset
Roof=Roof
Floor=Floor
GameReplicationInfo=Game Replication Info
CameraActor=Camera Actor
CameraModifier_CameraShake=Camera Modifier_ Camera Shake
CameraShake=Camera Shake
AnimShake=Anim Shake
Oscillation=Oscillation
DynamicSpriteComponent=Dynamic Sprite Component
GameAIController=Game AIController
GameAICommand=Game AICommand
GameCrowdAgent=Game Crowd Agent
Behavior=Behavior
Pathing=Pathing
SpeedBlendAnim=Speed Blend Anim
GameCrowdAgentBehavior=Game Crowd Agent Behavior
GameCrowdBehavior_PlayAnimation=Game Crowd Behavior_ Play Animation
GameCrowdBehavior_RunFromPanic=Game Crowd Behavior_ Run From Panic
GameCrowdInfoVolume=Game Crowd Info Volume
GameCrowdInteractionPoint=Game Crowd Interaction Point
GameCrowdDestination=Game Crowd Destination
Spawning=Spawning
Restrictions=Restrictions
GameCrowdDestinationQueuePoint=Game Crowd Destination Queue Point
GameCrowdAttractor=Game Crowd Attractor
GameCrowdRepulsor=Game Crowd Repulsor
GameExplosion=Game Explosion
GameExplosionActor=Game Explosion Actor
Zone=Zone
Options=Options
Input=Input
Transitions=Transitions
UI=UI
Positions=Positions
motion=motion
menus=menus
Current=Current
Movie=Movie
SeqAct_Deproject=Seq Act_ Deproject
SeqAct_GameCrowdPopulationManagerToggle=Seq Act_ Game Crowd Population Manager Toggle
SeqAct_MobileAddInputZones=Seq Act_ Mobile Add Input Zones
SeqAct_MobileRemoveInputZone=Seq Act_ Mobile Remove Input Zone
SeqAct_ModifyProperty=Seq Act_ Modify Property
SeqAct_PlayAgentAnimation=Seq Act_ Play Agent Animation
SeqEvent_HudRender=Seq Event_ Hud Render
SeqEvent_MobileZoneBase=Seq Event_ Mobile Zone Base
SeqEvent_MobileButton=Seq Event_ Mobile Button
SeqEvent_MobileObjectPicker=Seq Event_ Mobile Object Picker
swipe=swipe
Results=Results
GameSkelCtrl_Recoil=Game Skel Ctrl_ Recoil
GameThirdPersonCamera=Game Third Person Camera
Focus=Focus
GamePlayerCamera=Game Player Camera
GameThirdPersonCameraMode=Game Third Person Camera Mode
GameThirdPersonCameraMode_Default=Game Third Person Camera Mode_ Default
GFxMoviePlayer=GFx Movie Player
GFxRawData=GFx Raw Data
SwfMovie=Swf Movie
Import=Import
GFxAction_CloseMovie=GFx Action_ Close Movie
GFxAction_GetVariable=GFx Action_ Get Variable
Invoke=Invoke
GFxAction_OpenMovie=GFx Action_ Open Movie
GFxAction_SetCaptureKeys=GFx Action_ Set Capture Keys
GFxAction_SetVariable=GFx Action_ Set Variable
GFxEvent_FSCommand=GFx Event_ FSCommand
CubeBuilder=Cube Builder
Configure=Configure
COLLADA=COLLADA
CurveEdPreset_CosWave=Curve Ed Preset_ Cos Wave
CurveEdPreset_LinearDecay=Curve Ed Preset_ Linear Decay
CurveEdPreset_SineWave=Curve Ed Preset_ Sine Wave
CurveEdPreset_UserSet=Curve Ed Preset_ User Set
Grid=Grid
RotationGrid=Rotation Grid
SkeletalMesh,Advanced=Skeletal Mesh, Advanced
StaticMesh=Static Mesh
StaticMesh,Advanced=Static Mesh, Advanced
Materials=Materials
PreserverBorderA=Preserver Border A
PreserverBorderB=Preserver Border B
PreserverBorderG=Preserver Border G
PreserverBorderR=Preserver Border R
DitherMipMaps=Dither Mip Maps
LightMap=Light Map
Create Material=Create  Material
LensFlareEditorPropertyWrapper=Lens Flare Editor Property Wrapper
LightingChannelsObject=Lighting Channels Object
Swarm=Swarm
MaterialEditorInstanceConstant=Material Editor Instance Constant
MaterialEditorInstanceTimeVarying=Material Editor Instance Time Varying
Simulation=Simulation
MouseSpring=Mouse Spring
Poking=Poking
Snap=Snap
Drawing=Drawing
CubeFace=Cube Face
StaticMeshSettings=Static Mesh Settings
StaticMeshMode_Options=Static Mesh Mode_ Options
Format=Format
Width=Width
Height=Height
CustomPropertyItemBindings=Custom Property Item Bindings
UDKEmitCameraEffect=UDKEmit Camera Effect
UDKExplosionLight=UDKExplosion Light
UDKForcedDirectionVolume=UDKForced Direction Volume
UDKJumpPad=UDKJump Pad
UDKKActorBreakable=UDKKActor Breakable
UDKMapInfo=UDKMap Info
UDKMapMusicInfo=UDKMap Music Info
TeamBeacon=Team Beacon
Swimming=Swimming
UDKPawn=UDKPawn
UDKSkeletalMeshComponent=UDKSkeletal Mesh Component
UDKTeamPlayerStart=UDKTeam Player Start
SceneCapture=Scene Capture
UDKUIResourceDataProvider=UDKUIResource Data Provider
Seats=Seats
Effects=Effects
UDKVehicle=UDKVehicle
UDKVehicleSimCar=UDKVehicle Sim Car
UDKVehicleSimChopper=UDKVehicle Sim Chopper
UDKVehicleSimHoverboard=UDKVehicle Sim Hoverboard
animation=animation
UDKAnimBlendByFall=UDKAnim Blend By Fall
UDKAnimBlendByFlying=UDKAnim Blend By Flying
UDKAnimBlendByHoverboarding=UDKAnim Blend By Hoverboarding
UDKAnimBlendByPhysics=UDKAnim Blend By Physics
UDKAnimBlendByPhysicsVolume=UDKAnim Blend By Physics Volume
UDKAnimBlendByTurnInPlace=UDKAnim Blend By Turn In Place
UDKAnimBlendByHoverboardTilt=UDKAnim Blend By Hoverboard Tilt
UDKAnimBlendByHoverboardTurn=UDKAnim Blend By Hoverboard Turn
UDKAnimBlendBySpeed=UDKAnim Blend By Speed
UDKAnimNodeCopyBoneTranslation=UDKAnim Node Copy Bone Translation
UDKAnimNodeJumpLeanOffset=UDKAnim Node Jump Lean Offset
UDKAnimNodeSequence=UDKAnim Node Sequence
UDKAnimNodeSeqWeap=UDKAnim Node Seq Weap
Spring=Spring
UDKSkelControl_CantileverBeam=UDKSkel Control_ Cantilever Beam
Damage=Damage
OnDeath=On Death
UDKSkelControl_Damage=UDKSkel Control_ Damage
Hinge=Hinge
UDKSkelControl_HoverboardSuspension=UDKSkel Control_ Hoverboard Suspension
UDKSkelControl_HoverboardSwing=UDKSkel Control_ Hoverboard Swing
UDKSkelControl_HoverboardVibration=UDKSkel Control_ Hoverboard Vibration
UDKSkelControl_HugGround=UDKSkel Control_ Hug Ground
UDKSkelControl_LockRotation=UDKSkel Control_ Lock Rotation
UDKSkelControl_LookAt=UDKSkel Control_ Look At
UDKSkelControl_MassBoneScaling=UDKSkel Control_ Mass Bone Scaling
Manta=Manta
Desired=Desired
Spin=Spin
Constraint=Constraint
Turret=Turret
Constraints=Constraints
SeqAct_AttachToActor=Seq Act_ Attach To Actor
SeqAct_ToggleHidden=Seq Act_ Toggle Hidden
SeqAct_SetVelocity=Seq Act_ Set Velocity
SeqAct_Teleport=Seq Act_ Teleport
SeqAct_Destroy=Seq Act_ Destroy
SeqAct_SetSoundMode=Seq Act_ Set Sound Mode
SeqAct_ControlMovieTexture=Seq Act_ Control Movie Texture
SeqAct_ConsoleCommand=Seq Act_ Console Command
SeqAct_ToggleCinematicMode=Seq Act_ Toggle Cinematic Mode
SeqAct_ForceFeedback=Seq Act_ Force Feedback
SeqAct_ToggleInput=Seq Act_ Toggle Input
SeqAct_GiveInventory=Seq Act_ Give Inventory
SeqAct_AssignController=Seq Act_ Assign Controller
SeqAct_SetParticleSysParam=Seq Act_ Set Particle Sys Param
SeqAct_SetSkelControlTarget=Seq Act_ Set Skel Control Target
ColorScaleVolume=Color Scale Volume
DynamicPhysicsVolume=Dynamic Physics Volume
WaterVolume=Water Volume
DynamicTriggerVolume=Dynamic Trigger Volume
SeqAct_AddRemoveFaceFXAnimSet=Seq Act_ Add Remove Face FXAnim Set
SeqAct_MITV_Activate=Seq Act_ MITV_Activate
TriggeredPath=Triggered Path
SeqAct_SetMatInstTexParam=Seq Act_ Set Mat Inst Tex Param
SeqAct_SetMatInstVectorParam=Seq Act_ Set Mat Inst Vector Param
SeqAct_SetVector=Seq Act_ Set Vector
SeqAct_ToggleConstraintDrive=Seq Act_ Toggle Constraint Drive
SeqEvent_LOS=Seq Event_ LOS
ExponentialHeightFog=Exponential Height Fog
HeightFog=Height Fog
WindDirectionalSource=Wind Directional Source
MaterialInstanceTimeVaryingActor=Material Instance Time Varying Actor
RadialBlurActor=Radial Blur Actor
TriggerStreamingLevel=Trigger Streaming Level
AnimNotify_PlayFaceFXAnim=Anim Notify_ Play Face FXAnim
UTHUD=UTHUD
UTGame=UTGame
UTBot=UTBot
Objective=Objective
UTGameObjective=UTGame Objective
Announcements=Announcements
VoiceMessage=Voice Message
UTGameReplicationInfo=UTGame Replication Info
UTVehicleFactory=UTVehicle Factory
LookSteer=Look Steer
UTVehicle=UTVehicle
Flag=Flag
UTDamageType=UTDamage Type
DeathAnim=Death Anim
HeroCamera=Hero Camera
UTPawn=UTPawn
UTCharInfo=UTChar Info
UTWeap_Physicsgun=UTWeap_ Physicsgun
UTWeapon=UTWeapon
FirstPerson=First Person
UTWeaponLocker=UTWeapon Locker
UTMapInfo=UTMap Info
Minimap=Minimap
Map=Map
UTConsolePlayerController=UTConsole Player Controller
Message=Message
UTMutator_LowGrav=UTMutator_ Low Grav
UTMutator_Slomo=UTMutator_ Slomo
UTMutator_SpeedFreak=UTMutator_ Speed Freak
UTTeamHUD=UTTeam HUD
UTSeqAct_StopCameraAnim=UTSeq Act_ Stop Camera Anim
UTSeqAct_PlayCameraAnim=UTSeq Act_ Play Camera Anim
UTWeaponPickupFactory=UTWeapon Pickup Factory
UTVehicle_Hoverboard=UTVehicle_ Hoverboard
HeadTracking=Head Tracking
HoverboardCam=Hoverboard Cam
UTSeqAct_InfiniteAmmo=UTSeq Act_ Infinite Ammo
UTPhysicalMaterialProperty=UTPhysical Material Property
UTSeqAct_PlayAnim=UTSeq Act_ Play Anim
UTDefensePoint=UTDefense Point
UTSeqAct_AIFreeze=UTSeq Act_ AIFreeze
UTSeqAct_AIStartFireAt=UTSeq Act_ AIStart Fire At
UTConsolePlayerInput=UTConsole Player Input
UTTeamStaticMesh=UTTeam Static Mesh
UTActorFactoryPickup=UTActor Factory Pickup
UTCTFBase=UTCTFBase
UTAttachment_LinkGun=UTAttachment_ Link Gun
PhysAnimTestActor=Phys Anim Test Actor
UTRotatingDroppedPickup=UTRotating Dropped Pickup
UTSeqAct_HoverboardSpinJump=UTSeq Act_ Hoverboard Spin Jump
Locking=Locking
SeqAct_SetPATAState=Seq Act_ Set PATAState
GameCrowd_ListOfAgents=Game Crowd_ List Of Agents
UTSeqAct_DummyWeaponFire=UTSeq Act_ Dummy Weapon Fire
UTProj_LoadedRocket=UTProj_ Loaded Rocket
UDKAnimNodeSequenceByBoneRotation=UDKAnim Node Sequence By Bone Rotation
GameFixedCamera=Game Fixed Camera
GameExplosionContent=Game Explosion Content
Blur=Blur
Fog=Fog
ConeBuilder=Cone Builder
CurvedStairBuilder=Curved Stair Builder
CylinderBuilder=Cylinder Builder
LinearStairBuilder=Linear Stair Builder
SheetBuilder=Sheet Builder
SpiralStairBuilder=Spiral Stair Builder
TetrahedronBuilder=Tetrahedron Builder
VolumetricBuilder=Volumetric Builder
Flags=Flags
MorphTestActor=Morph Test Actor
SeqAct_SetWheelParticles=Seq Act_ Set Wheel Particles
UTActorFactoryAI=UTActor Factory AI
UTActorFactoryVehicle=UTActor Factory Vehicle
UTVehicle_Scorpion=UTVehicle_ Scorpion
UTKillZVolume=UTKill ZVolume
UTSeqAct_AddNamedBot=UTSeq Act_ Add Named Bot
UTSeqAct_ChangeTeam=UTSeq Act_ Change Team
UTSeqAct_EnterVehicle=UTSeq Act_ Enter Vehicle
UTSeqAct_PlayAnnouncement=UTSeq Act_ Play Announcement
UTSeqAct_ReturnCTFFlag=UTSeq Act_ Return CTFFlag
UTSeqAct_ScriptedVoiceMessage=UTSeq Act_ Scripted Voice Message
UTSeqAct_SetVisibilityModifier=UTSeq Act_ Set Visibility Modifier
UTSeqAct_SpawnProjectile=UTSeq Act_ Spawn Projectile
UTSeqCond_CheckWeapon=UTSeq Cond_ Check Weapon
UTSeqCond_HasInventory=UTSeq Cond_ Has Inventory
UTSeqCond_IsCarryingFlag=UTSeq Cond_ Is Carrying Flag
UTSeqCond_IsUsingWeapon=UTSeq Cond_ Is Using Weapon
UTSimpleDestroyable=UTSimple Destroyable
UTSkelControl_CicadaEngine=UTSkel Control_ Cicada Engine
Thruster=Thruster
UTSkelControl_Oscillate=UTSkel Control_ Oscillate
UTTeleporterCustomMesh=UTTeleporter Custom Mesh
UTVehicleBoostPad=UTVehicle Boost Pad

[Object:Vector]
X=X
X.tooltip=A point or direction vector in 3d space.

[Object:Vector]
Y=Y
Y.tooltip=A point or direction vector in 3d space.

[Object:Vector]
Z=Z
Z.tooltip=A point or direction vector in 3d space.

[Object:Rotator]
Pitch=Pitch
Pitch.tooltip=An orthogonal rotation in 3d space.

[Object:Rotator]
Yaw=Yaw
Yaw.tooltip=An orthogonal rotation in 3d space.

[Object:Rotator]
Roll=Roll
Roll.tooltip=An orthogonal rotation in 3d space.

[Object:Color]
B=B
B.tooltip=A color.

[Object:Color]
G=G
G.tooltip=A color.

[Object:Color]
R=R
R.tooltip=A color.

[Object:Color]
A=A
A.tooltip=A color.

[PostProcessVolume:PostProcessSettings]
bOverride_EnableBloom=Override_ Enable Bloom

[PostProcessVolume:PostProcessSettings]
bOverride_EnableDOF=Override_ Enable DOF

[PostProcessVolume:PostProcessSettings]
bOverride_EnableMotionBlur=Override_ Enable Motion Blur

[PostProcessVolume:PostProcessSettings]
bOverride_EnableSceneEffect=Override_ Enable Scene Effect

[PostProcessVolume:PostProcessSettings]
bOverride_AllowAmbientOcclusion=Override_ Allow Ambient Occlusion

[PostProcessVolume:PostProcessSettings]
bOverride_OverrideRimShaderColor=Override_ Override Rim Shader Color

[PostProcessVolume:PostProcessSettings]
bOverride_Bloom_Scale=Override_ Bloom_ Scale

[PostProcessVolume:PostProcessSettings]
bOverride_Bloom_Threshold=Override_ Bloom_ Threshold

[PostProcessVolume:PostProcessSettings]
bOverride_Bloom_Tint=Override_ Bloom_ Tint

[PostProcessVolume:PostProcessSettings]
bOverride_Bloom_ScreenBlendThreshold=Override_ Bloom_ Screen Blend Threshold

[PostProcessVolume:PostProcessSettings]
bOverride_Bloom_InterpolationDuration=Override_ Bloom_ Interpolation Duration

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_FalloffExponent=Override_ DOF_Falloff Exponent

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_BlurKernelSize=Override_ DOF_Blur Kernel Size

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_BlurBloomKernelSize=Override_ DOF_Blur Bloom Kernel Size

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_MaxNearBlurAmount=Override_ DOF_Max Near Blur Amount

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_MinBlurAmount=Override_ DOF_Min Blur Amount

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_MaxFarBlurAmount=Override_ DOF_Max Far Blur Amount

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_FocusType=Override_ DOF_Focus Type

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_FocusInnerRadius=Override_ DOF_Focus Inner Radius

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_FocusDistance=Override_ DOF_Focus Distance

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_FocusPosition=Override_ DOF_Focus Position

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_InterpolationDuration=Override_ DOF_Interpolation Duration

[PostProcessVolume:PostProcessSettings]
bOverride_DOF_BokehTexture=Override_ DOF_Bokeh Texture

[PostProcessVolume:PostProcessSettings]
bOverride_MotionBlur_MaxVelocity=Override_ Motion Blur_ Max Velocity

[PostProcessVolume:PostProcessSettings]
bOverride_MotionBlur_Amount=Override_ Motion Blur_ Amount

[PostProcessVolume:PostProcessSettings]
bOverride_MotionBlur_FullMotionBlur=Override_ Motion Blur_ Full Motion Blur

[PostProcessVolume:PostProcessSettings]
bOverride_MotionBlur_CameraRotationThreshold=Override_ Motion Blur_ Camera Rotation Threshold

[PostProcessVolume:PostProcessSettings]
bOverride_MotionBlur_CameraTranslationThreshold=Override_ Motion Blur_ Camera Translation Threshold

[PostProcessVolume:PostProcessSettings]
bOverride_MotionBlur_InterpolationDuration=Override_ Motion Blur_ Interpolation Duration

[PostProcessVolume:PostProcessSettings]
bOverride_Scene_Desaturation=Override_ Scene_ Desaturation

[PostProcessVolume:PostProcessSettings]
bOverride_Scene_Colorize=Override_ Scene_ Colorize

[PostProcessVolume:PostProcessSettings]
bOverride_Scene_TonemapperScale=Override_ Scene_ Tonemapper Scale

[PostProcessVolume:PostProcessSettings]
bOverride_Scene_ImageGrainScale=Override_ Scene_ Image Grain Scale

[PostProcessVolume:PostProcessSettings]
bOverride_Scene_HighLights=Override_ Scene_ High Lights

[PostProcessVolume:PostProcessSettings]
bOverride_Scene_MidTones=Override_ Scene_ Mid Tones

[PostProcessVolume:PostProcessSettings]
bOverride_Scene_Shadows=Override_ Scene_ Shadows

[PostProcessVolume:PostProcessSettings]
bOverride_Scene_InterpolationDuration=Override_ Scene_ Interpolation Duration

[PostProcessVolume:PostProcessSettings]
bOverride_Scene_ColorGradingLUT=Override_ Scene_ Color Grading LUT

[PostProcessVolume:PostProcessSettings]
bOverride_RimShader_Color=Override_ Rim Shader_ Color

[PostProcessVolume:PostProcessSettings]
bOverride_RimShader_InterpolationDuration=Override_ Rim Shader_ Interpolation Duration

[PostProcessVolume:PostProcessSettings]
bEnableBloom=Enable Bloom
bEnableBloom.tooltip=Whether to use bloom effect.

[PostProcessVolume:PostProcessSettings]
bEnableDOF=Enable DOF
bEnableDOF.tooltip=Whether to use depth of field effect.

[PostProcessVolume:PostProcessSettings]
bTwoLayerSimpleDepthOfField=Two Layer Simple Depth Of Field

[PostProcessVolume:PostProcessSettings]
bEnableMotionBlur=Enable Motion Blur
bEnableMotionBlur.tooltip=Whether to use motion blur effect.

[PostProcessVolume:PostProcessSettings]
bEnableSceneEffect=Enable Scene Effect
bEnableSceneEffect.tooltip=Whether to use the material/ scene effect.

[PostProcessVolume:PostProcessSettings]
bAllowAmbientOcclusion=Allow Ambient Occlusion
bAllowAmbientOcclusion.tooltip=Whether to allow ambient occlusion.

[PostProcessVolume:PostProcessSettings]
bOverrideRimShaderColor=Override Rim Shader Color
bOverrideRimShaderColor.tooltip=Whether to override the rim shader color.

[PostProcessVolume:PostProcessSettings]
Bloom_Scale=Bloom_ Scale
Bloom_Scale.tooltip=Scale for the blooming.

[PostProcessVolume:PostProcessSettings]
Bloom_Threshold=Bloom_ Threshold
Bloom_Threshold.tooltip=Bloom threshold

[PostProcessVolume:PostProcessSettings]
Bloom_Tint=Bloom_ Tint
Bloom_Tint.tooltip=Bloom tint color

[PostProcessVolume:PostProcessSettings]
Bloom_ScreenBlendThreshold=Bloom_ Screen Blend Threshold
Bloom_ScreenBlendThreshold.tooltip=Bloom screen blend threshold

[PostProcessVolume:PostProcessSettings]
Bloom_InterpolationDuration=Bloom_ Interpolation Duration
Bloom_InterpolationDuration.tooltip=Duration over which to interpolate values to.

[PostProcessVolume:PostProcessSettings]
DOF_BlurBloomKernelSize=DOF_Blur Bloom Kernel Size
DOF_BlurBloomKernelSize.tooltip=The radius of the bloom effect

[PostProcessVolume:PostProcessSettings]
DOF_FalloffExponent=DOF_Falloff Exponent
DOF_FalloffExponent.tooltip=Exponent to apply to blur amount after it has been normalized to [0,1].

[PostProcessVolume:PostProcessSettings]
DOF_BlurKernelSize=DOF_Blur Kernel Size
DOF_BlurKernelSize.tooltip=affects the radius of the DepthOfField bohek / how blurry the scene gets

[PostProcessVolume:PostProcessSettings]
DOF_MaxNearBlurAmount=DOF_Max Near Blur Amount
DOF_MaxNearBlurAmount.tooltip=[0,1] value for clamping how much blur to apply to items in front of the focus plane.

[PostProcessVolume:PostProcessSettings]
DOF_MinBlurAmount=DOF_Min Blur Amount
DOF_MinBlurAmount.tooltip=[0,1] value for clamping how much blur to apply.

[PostProcessVolume:PostProcessSettings]
DOF_MaxFarBlurAmount=DOF_Max Far Blur Amount
DOF_MaxFarBlurAmount.tooltip=[0,1] value for clamping how much blur to apply to items behind the focus plane.

[PostProcessVolume:PostProcessSettings]
DOF_FocusType=DOF_Focus Type
DOF_FocusType.tooltip=Controls how the focus point is determined.

[PostProcessVolume:PostProcessSettings]
DOF_FocusInnerRadius=DOF_Focus Inner Radius
DOF_FocusInnerRadius.tooltip=Inner focus radius.

[PostProcessVolume:PostProcessSettings]
DOF_FocusDistance=DOF_Focus Distance
DOF_FocusDistance.tooltip=Used when FOCUS_Distance is enabled.

[PostProcessVolume:PostProcessSettings]
DOF_FocusPosition=DOF_Focus Position
DOF_FocusPosition.tooltip=Used when FOCUS_Position is enabled.

[PostProcessVolume:PostProcessSettings]
DOF_InterpolationDuration=DOF_Interpolation Duration
DOF_InterpolationDuration.tooltip=Duration over which to interpolate values to.

[PostProcessVolume:PostProcessSettings]
DOF_BokehTexture=DOF_Bokeh Texture
DOF_BokehTexture.tooltip=Name of the Bokeh texture e.g. EngineMaterial.BokehTexture, empty if not used

[PostProcessVolume:PostProcessSettings]
MotionBlur_MaxVelocity=Motion Blur_ Max Velocity
MotionBlur_MaxVelocity.tooltip=Maximum blur velocity amount.  This is a clamp on the amount of blur.

[PostProcessVolume:PostProcessSettings]
MotionBlur_Amount=Motion Blur_ Amount
MotionBlur_Amount.tooltip=This is a scalar on the blur

[PostProcessVolume:PostProcessSettings]
MotionBlur_FullMotionBlur=Motion Blur_ Full Motion Blur
MotionBlur_FullMotionBlur.tooltip=Whether everything (static/dynamic objects) should motion blur or not. If disabled, only moving objects may blur.

[PostProcessVolume:PostProcessSettings]
MotionBlur_CameraRotationThreshold=Motion Blur_ Camera Rotation Threshold
MotionBlur_CameraRotationThreshold.tooltip=Threshold for when to turn off motion blur when the camera rotates swiftly during a single frame (in degrees).

[PostProcessVolume:PostProcessSettings]
MotionBlur_CameraTranslationThreshold=Motion Blur_ Camera Translation Threshold
MotionBlur_CameraTranslationThreshold.tooltip=Threshold for when to turn off motion blur when the camera translates swiftly during a single frame (in world units).

[PostProcessVolume:PostProcessSettings]
MotionBlur_InterpolationDuration=Motion Blur_ Interpolation Duration
MotionBlur_InterpolationDuration.tooltip=Duration over which to interpolate values to.

[PostProcessVolume:PostProcessSettings]
Scene_Desaturation=Scene_ Desaturation
Scene_Desaturation.tooltip=Desaturation amount.

[PostProcessVolume:PostProcessSettings]
Scene_Colorize=Scene_ Colorize
Scene_Colorize.tooltip=Colorize (color tint after desaturate)

[PostProcessVolume:PostProcessSettings]
Scene_TonemapperScale=Scene_ Tonemapper Scale
Scene_TonemapperScale.tooltip=HDR tone mapper scale, only used if tone mapper is on, >=0, 0:black, 1(default), >1 brighter

[PostProcessVolume:PostProcessSettings]
Scene_ImageGrainScale=Scene_ Image Grain Scale
Scene_ImageGrainScale.tooltip=Image grain scale, only affects the darks, >=0, 0:none, 1(strong) should be less than 1

[PostProcessVolume:PostProcessSettings]
Scene_HighLights=Scene_ High Lights
Scene_HighLights.tooltip=Controlling white point.

[PostProcessVolume:PostProcessSettings]
Scene_MidTones=Scene_ Mid Tones
Scene_MidTones.tooltip=Controlling gamma curve.

[PostProcessVolume:PostProcessSettings]
Scene_Shadows=Scene_ Shadows
Scene_Shadows.tooltip=Controlling black point.

[PostProcessVolume:PostProcessSettings]
Scene_InterpolationDuration=Scene_ Interpolation Duration
Scene_InterpolationDuration.tooltip=Duration over which to interpolate values to.

[PostProcessVolume:PostProcessSettings]
RimShader_Color=Rim Shader_ Color
RimShader_Color.tooltip=Controlling rim shader color.

[PostProcessVolume:PostProcessSettings]
RimShader_InterpolationDuration=Rim Shader_ Interpolation Duration
RimShader_InterpolationDuration.tooltip=Duration over which to interpolate values to.

[PostProcessVolume:PostProcessSettings]
ColorGrading_LookupTable=Color Grading_ Lookup Table
ColorGrading_LookupTable.tooltip=Name of the LUT texture e.g. MyPackage01.LUTNeutral, empty if not used

[PostProcessVolume:PostProcessSettings]
ColorGradingLUT=Color Grading LUT

[ReverbVolume:ReverbSettings]
bApplyReverb=Apply Reverb
bApplyReverb.tooltip=Whether to apply the reverb settings below

[ReverbVolume:ReverbSettings]
ReverbType=Reverb Type
ReverbType.tooltip=The reverb preset to employ.

[ReverbVolume:ReverbSettings]
Volume=Volume
Volume.tooltip=Volume level of the reverb affect.

[ReverbVolume:ReverbSettings]
FadeTime=Fade Time
FadeTime.tooltip=Time to fade from the current reverb settings into this setting, in seconds.

[ReverbVolume:InteriorSettings]
bIsWorldInfo=Is World Info

[ReverbVolume:InteriorSettings]
ExteriorVolume=Exterior Volume
ExteriorVolume.tooltip=Struct encapsulating settings for interior areas. //@warning: manually mirrored in UnActorComponent.h

[ReverbVolume:InteriorSettings]
ExteriorTime=Exterior Time
ExteriorTime.tooltip=Struct encapsulating settings for interior areas. //@warning: manually mirrored in UnActorComponent.h

[ReverbVolume:InteriorSettings]
ExteriorLPF=Exterior LPF
ExteriorLPF.tooltip=Struct encapsulating settings for interior areas. //@warning: manually mirrored in UnActorComponent.h

[ReverbVolume:InteriorSettings]
ExteriorLPFTime=Exterior LPFTime
ExteriorLPFTime.tooltip=Struct encapsulating settings for interior areas. //@warning: manually mirrored in UnActorComponent.h

[ReverbVolume:InteriorSettings]
InteriorVolume=Interior Volume
InteriorVolume.tooltip=Struct encapsulating settings for interior areas. //@warning: manually mirrored in UnActorComponent.h

[ReverbVolume:InteriorSettings]
InteriorTime=Interior Time
InteriorTime.tooltip=Struct encapsulating settings for interior areas. //@warning: manually mirrored in UnActorComponent.h

[ReverbVolume:InteriorSettings]
InteriorLPF=Interior LPF
InteriorLPF.tooltip=Struct encapsulating settings for interior areas. //@warning: manually mirrored in UnActorComponent.h

[ReverbVolume:InteriorSettings]
InteriorLPFTime=Interior LPFTime
InteriorLPFTime.tooltip=Struct encapsulating settings for interior areas. //@warning: manually mirrored in UnActorComponent.h

[WorldInfo:PhysXSceneProperties]
PrimaryScene=Primary Scene
PrimaryScene.tooltip=Timing settings for the PhysX primary scene

[WorldInfo:PhysXSceneProperties]
CompartmentRigidBody=Compartment Rigid Body
CompartmentRigidBody.tooltip=Timing settings for the PhysX rigid body compartment

[WorldInfo:PhysXSceneProperties]
CompartmentFluid=Compartment Fluid
CompartmentFluid.tooltip=Timing settings for the PhysX fluid compartment

[WorldInfo:PhysXSceneProperties]
CompartmentCloth=Compartment Cloth
CompartmentCloth.tooltip=Timing settings for the PhysX cloth compartment

[WorldInfo:PhysXSceneProperties]
CompartmentSoftBody=Compartment Soft Body
CompartmentSoftBody.tooltip=Timing settings for the PhysX soft body compartment

[WorldInfo:ApexModuleDestructibleSettings]
MaxChunkIslandCount=Max Chunk Island Count
MaxChunkIslandCount.tooltip=The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).  If a \n               fracturing event would cause more islands to be created, then oldest islands are released and the chunks\n               they represent destroyed. If negative the INI setting will be used instead.

[WorldInfo:ApexModuleDestructibleSettings]
MaxRrbActorCount=Max Rrb Actor Count

[WorldInfo:ApexModuleDestructibleSettings]
MaxChunkSeparationLOD=Max Chunk Separation LOD
MaxChunkSeparationLOD.tooltip=Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.\n               Chunk islands are destroyed after this time or separation from their origins. This parameter sets the\n               lifetimes and max separations within their min-max ranges. The valid range is [0,1].

[WorldInfo:ApexModuleDestructibleSettings]
bOverrideMaxChunkSeparationLOD=Override Max Chunk Separation LOD
bOverrideMaxChunkSeparationLOD.tooltip=If set, override the INI setting with Max Chunk Separation LOD in the WorldInfo properties.

[WorldInfo:PhysXVerticalProperties]
Emitters=Emitters
Emitters.tooltip=Parameters for Emitter Vertical

[Object:LinearColor]
R=R
R.tooltip=A linear color.

[Object:LinearColor]
G=G
G.tooltip=A linear color.

[Object:LinearColor]
B=B
B.tooltip=A linear color.

[Object:LinearColor]
A=A
A.tooltip=A linear color.

[WorldInfo:LightmassWorldInfoSettings]
StaticLightingLevelScale=Static Lighting Level Scale
StaticLightingLevelScale.tooltip=Scale of the level relative to Gears of War 2 levels. \n        All scale-dependent Lightmass setting defaults have been tweaked to work well in Gears 2 levels, \n        Any levels with a different scale should use this scale to compensate.

[WorldInfo:LightmassWorldInfoSettings]
NumIndirectLightingBounces=Num Indirect Lighting Bounces
NumIndirectLightingBounces.tooltip=Number of times light is allowed to bounce off of surfaces, starting from the light source. \n        0 is direct lighting only, 1 is one bounce, etc. \n        Bounce 1 takes the most time to calculate and contributes the most to visual quality, followed by bounce 2.  \n        Successive bounces are nearly free, but have a much lower impact.

[WorldInfo:LightmassWorldInfoSettings]
EnvironmentColor=Environment Color
EnvironmentColor.tooltip=Color that rays which miss the scene will pick up.  \n        This is effectively a light surrounding the entire level that is shadowed, but doesn't emit indirect lighting.

[WorldInfo:LightmassWorldInfoSettings]
EnvironmentIntensity=Environment Intensity
EnvironmentIntensity.tooltip=Scales EnvironmentColor to allow independent color and brightness controls.

[WorldInfo:LightmassWorldInfoSettings]
EmissiveBoost=Emissive Boost
EmissiveBoost.tooltip=Scales the emissive contribution of all materials in the scene.

[WorldInfo:LightmassWorldInfoSettings]
DiffuseBoost=Diffuse Boost
DiffuseBoost.tooltip=Scales the diffuse contribution of all materials in the scene.

[WorldInfo:LightmassWorldInfoSettings]
SpecularBoost=Specular Boost

[WorldInfo:LightmassWorldInfoSettings]
IndirectNormalInfluenceBoost=Indirect Normal Influence Boost
IndirectNormalInfluenceBoost.tooltip=Lerp factor that controls the influence of normal maps with directional lightmaps on indirect lighting.\n        A value of 0 gives a physically correct distribution of light, which may result in little normal influence in areas only lit by indirect lighting, but less lightmap compression artifacts.\n        A value of .8 results in 80% of the lighting being redistributed in the dominant incident lighting direction, which effectively increases the per-pixel normal's influence,\n        But causes more severe lightmap compression artifacts.

[WorldInfo:LightmassWorldInfoSettings]
bUseNormalMapsForSimpleLightMaps=Use Normal Maps For Simple Light Maps
bUseNormalMapsForSimpleLightMaps.tooltip=Enables normal map sampling when Lightmass is generating 'simple' light maps.  This increases lighting build time, but may improve quality when normal maps are used to represent curvature over a large surface area.  When this setting is disabled, 'simple' light maps will not take normal maps into account.

[WorldInfo:LightmassWorldInfoSettings]
bUseAmbientOcclusion=Use Ambient Occlusion
bUseAmbientOcclusion.tooltip=If TRUE, AmbientOcclusion will be enabled.

[WorldInfo:LightmassWorldInfoSettings]
bEnableImageReflectionShadowing=Enable Image Reflection Shadowing
bEnableImageReflectionShadowing.tooltip=If TRUE, Lightmass will generate static shadowing information for image reflections.

[WorldInfo:LightmassWorldInfoSettings]
DirectIlluminationOcclusionFraction=Direct Illumination Occlusion Fraction
DirectIlluminationOcclusionFraction.tooltip=How much of the AO to apply to direct lighting.

[WorldInfo:LightmassWorldInfoSettings]
IndirectIlluminationOcclusionFraction=Indirect Illumination Occlusion Fraction
IndirectIlluminationOcclusionFraction.tooltip=How much of the AO to apply to indirect lighting.

[WorldInfo:LightmassWorldInfoSettings]
OcclusionExponent=Occlusion Exponent
OcclusionExponent.tooltip=Higher exponents increase contrast.

[WorldInfo:LightmassWorldInfoSettings]
FullyOccludedSamplesFraction=Fully Occluded Samples Fraction
FullyOccludedSamplesFraction.tooltip=Fraction of samples taken that must be occluded in order to reach full occlusion.

[WorldInfo:LightmassWorldInfoSettings]
MaxOcclusionDistance=Max Occlusion Distance
MaxOcclusionDistance.tooltip=Maximum distance for an object to cause occlusion on another object.

[WorldInfo:LightmassWorldInfoSettings]
bVisualizeMaterialDiffuse=Visualize Material Diffuse
bVisualizeMaterialDiffuse.tooltip=If TRUE, override normal direct and indirect lighting with just the exported diffuse term.

[WorldInfo:LightmassWorldInfoSettings]
bVisualizeAmbientOcclusion=Visualize Ambient Occlusion
bVisualizeAmbientOcclusion.tooltip=If TRUE, override normal direct and indirect lighting with just the AO term.

[WorldInfo:LightmassWorldInfoSettings]
bCompressShadowmap=Compress Shadowmap
bCompressShadowmap.tooltip=If TRUE, compress shadowmap with DXT1.

[HUD:HudLocalizedMessage]
Message=Message

[HUD:HudLocalizedMessage]
StringMessage=String Message

[HUD:HudLocalizedMessage]
Switch=Switch

[HUD:HudLocalizedMessage]
EndOfLife=End Of Life

[HUD:HudLocalizedMessage]
Lifetime=Lifetime

[HUD:HudLocalizedMessage]
PosY=Pos Y

[HUD:HudLocalizedMessage]
DrawColor=Draw Color

[HUD:HudLocalizedMessage]
FontSize=Font Size

[HUD:HudLocalizedMessage]
StringFont=String Font

[HUD:HudLocalizedMessage]
DX=DX

[HUD:HudLocalizedMessage]
DY=DY

[HUD:HudLocalizedMessage]
Drawn=Drawn

[HUD:HudLocalizedMessage]
Count=Count

[HUD:HudLocalizedMessage]
OptionalObject=Optional Object

[Object:Cylinder]
Radius=Radius

[Object:Cylinder]
Height=Height

[Object:Guid]
A=A

[Object:Guid]
B=B

[Object:Guid]
C=C

[Object:Guid]
D=D

[LightComponent:LightingChannelContainer]
bInitialized=Initialized

[LightComponent:LightingChannelContainer]
BSP=BSP
BSP.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights

[LightComponent:LightingChannelContainer]
Static=Static
Static.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights

[LightComponent:LightingChannelContainer]
Dynamic=Dynamic
Dynamic.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights

[LightComponent:LightingChannelContainer]
CompositeDynamic=Composite Dynamic
CompositeDynamic.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Skybox=Skybox
Skybox.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Unnamed_1=Unnamed_ 1
Unnamed_1.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Unnamed_2=Unnamed_ 2
Unnamed_2.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Unnamed_3=Unnamed_ 3
Unnamed_3.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Unnamed_4=Unnamed_ 4
Unnamed_4.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Unnamed_5=Unnamed_ 5
Unnamed_5.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Unnamed_6=Unnamed_ 6
Unnamed_6.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_1=Cinematic_ 1
Cinematic_1.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_2=Cinematic_ 2
Cinematic_2.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_3=Cinematic_ 3
Cinematic_3.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_4=Cinematic_ 4
Cinematic_4.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_5=Cinematic_ 5
Cinematic_5.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_6=Cinematic_ 6
Cinematic_6.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_7=Cinematic_ 7
Cinematic_7.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_8=Cinematic_ 8
Cinematic_8.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_9=Cinematic_ 9
Cinematic_9.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Cinematic_10=Cinematic_ 10
Cinematic_10.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Gameplay_1=Gameplay_ 1
Gameplay_1.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Gameplay_2=Gameplay_ 2
Gameplay_2.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Gameplay_3=Gameplay_ 3
Gameplay_3.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Gameplay_4=Gameplay_ 4
Gameplay_4.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[LightComponent:LightingChannelContainer]
Crowd=Crowd
Crowd.tooltip=Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults. // User settable channels that are auto set and true for lights// User set channels.

[PrimitiveComponent:RBCollisionChannelContainer]
Default=Default
Default.tooltip=Container for indicating a set of collision channel that this object will collide with.\n       Mirrored manually in UnPhysPublic.h

[PrimitiveComponent:RBCollisionChannelContainer]
Nothing=Nothing

[PrimitiveComponent:RBCollisionChannelContainer]
Pawn=Pawn
Pawn.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
Vehicle=Vehicle
Vehicle.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
Water=Water
Water.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
GameplayPhysics=Gameplay Physics
GameplayPhysics.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
EffectPhysics=Effect Physics
EffectPhysics.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
Untitled1=Untitled 1
Untitled1.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
Untitled2=Untitled 2
Untitled2.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
Untitled3=Untitled 3
Untitled3.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
Untitled4=Untitled 4
Untitled4.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
Cloth=Cloth
Cloth.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
FluidDrain=Fluid Drain
FluidDrain.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
SoftBody=Soft Body
SoftBody.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
FracturedMeshPart=Fractured Mesh Part
FracturedMeshPart.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
BlockingVolume=Blocking Volume
BlockingVolume.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
DeadPawn=Dead Pawn
DeadPawn.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
Clothing=Clothing
Clothing.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[PrimitiveComponent:RBCollisionChannelContainer]
ClothingCollision=Clothing Collision
ClothingCollision.tooltip=This is reserved to allow an object to opt-out of all collisions, and should not be set.

[Object:IntPoint]
X=X
X.tooltip=Screen coordinates

[Object:IntPoint]
Y=Y
Y.tooltip=Screen coordinates

[Object:InterpCurveFloat]
Points=Points

[Object:InterpCurveFloat]
InterpMethod=Interp Method

[Object:InterpCurveVector2D]
Points=Points

[Object:InterpCurveVector2D]
InterpMethod=Interp Method

[Object:InterpCurveVector]
Points=Points

[Object:InterpCurveVector]
InterpMethod=Interp Method

[Object:InterpCurveTwoVectors]
Points=Points

[Object:InterpCurveTwoVectors]
InterpMethod=Interp Method

[Object:Matrix]
XPlane=XPlane
XPlane.tooltip=a 4x4 matrix

[Object:Matrix]
YPlane=YPlane
YPlane.tooltip=a 4x4 matrix

[Object:Matrix]
ZPlane=ZPlane
ZPlane.tooltip=a 4x4 matrix

[Object:Matrix]
WPlane=WPlane
WPlane.tooltip=a 4x4 matrix

[FontImportOptions:FontImportOptionsData]
FontName=Font Name
FontName.tooltip=Font import options

[FontImportOptions:FontImportOptionsData]
Height=Height
Height.tooltip=Name of the typeface for the font to import

[FontImportOptions:FontImportOptionsData]
bEnableAntialiasing=Enable Antialiasing
bEnableAntialiasing.tooltip=Height of font (point size)

[FontImportOptions:FontImportOptionsData]
bEnableBold=Enable Bold
bEnableBold.tooltip=Whether the font should be antialiased or not.  Usually you should leave this enabled.

[FontImportOptions:FontImportOptionsData]
bEnableItalic=Enable Italic
bEnableItalic.tooltip=Whether the font should be generated in bold or not

[FontImportOptions:FontImportOptionsData]
bEnableUnderline=Enable Underline
bEnableUnderline.tooltip=Whether the font should be generated in italics or not

[FontImportOptions:FontImportOptionsData]
bAlphaOnly=Alpha Only
bAlphaOnly.tooltip=Whether the font should be generated with an underline or not

[FontImportOptions:FontImportOptionsData]
CharacterSet=Character Set
CharacterSet.tooltip=if TRUE then forces PF_G8 and only maintains Alpha value and discards color

[FontImportOptions:FontImportOptionsData]
Chars=Chars
Chars.tooltip=Character set for this font

[FontImportOptions:FontImportOptionsData]
UnicodeRange=Unicode Range
UnicodeRange.tooltip=Explicit list of characters to include in the font

[FontImportOptions:FontImportOptionsData]
CharsFilePath=Chars File Path
CharsFilePath.tooltip=Range of Unicode character values to include in the font.  You can specify ranges using hyphens and/or commas (e.g. '400-900')

[FontImportOptions:FontImportOptionsData]
CharsFileWildcard=Chars File Wildcard
CharsFileWildcard.tooltip=Path on disk to a folder where files that contain a list of characters to include in the font

[FontImportOptions:FontImportOptionsData]
bCreatePrintableOnly=Create Printable Only
bCreatePrintableOnly.tooltip=File mask wildcard that specifies which files within the CharsFilePath to scan for characters in include in the font

[FontImportOptions:FontImportOptionsData]
bIncludeASCIIRange=Include ASCIIRange
bIncludeASCIIRange.tooltip=Skips generation of glyphs for any characters that are not considered 'printable'

[FontImportOptions:FontImportOptionsData]
ForegroundColor=Foreground Color
ForegroundColor.tooltip=When specifying a range of characters and this is enabled, forces ASCII characters (0 thru 255) to be included as well

[FontImportOptions:FontImportOptionsData]
bEnableDropShadow=Enable Drop Shadow
bEnableDropShadow.tooltip=Color of the foreground font pixels.  Usually you should leave this white and instead use the UI Styles editor to change the color of the font on the fly

[FontImportOptions:FontImportOptionsData]
TexturePageWidth=Texture Page Width
TexturePageWidth.tooltip=Enables a very simple, 1-pixel, black colored drop shadow for the generated font

[FontImportOptions:FontImportOptionsData]
TexturePageMaxHeight=Texture Page Max Height
TexturePageMaxHeight.tooltip=Horizontal size of each texture page for this font in pixels

[FontImportOptions:FontImportOptionsData]
XPadding=XPadding
XPadding.tooltip=The maximum vertical size of a texture page for this font in pixels.  The actual height of a texture page may be less than this if the font can fit within a smaller sized texture page.

[FontImportOptions:FontImportOptionsData]
YPadding=YPadding
YPadding.tooltip=Horizontal padding between each font character on the texture page in pixels

[FontImportOptions:FontImportOptionsData]
ExtendBoxTop=Extend Box Top
ExtendBoxTop.tooltip=Vertical padding between each font character on the texture page in pixels

[FontImportOptions:FontImportOptionsData]
ExtendBoxBottom=Extend Box Bottom
ExtendBoxBottom.tooltip=How much to extend the top of the UV coordinate rectangle for each character in pixels

[FontImportOptions:FontImportOptionsData]
ExtendBoxRight=Extend Box Right
ExtendBoxRight.tooltip=How much to extend the bottom of the UV coordinate rectangle for each character in pixels

[FontImportOptions:FontImportOptionsData]
ExtendBoxLeft=Extend Box Left
ExtendBoxLeft.tooltip=How much to extend the right of the UV coordinate rectangle for each character in pixels

[FontImportOptions:FontImportOptionsData]
bEnableLegacyMode=Enable Legacy Mode
bEnableLegacyMode.tooltip=How much to extend the left of the UV coordinate rectangle for each character in pixels

[FontImportOptions:FontImportOptionsData]
Kerning=Kerning
Kerning.tooltip=Enables legacy font import mode.  This results in lower quality antialiasing and larger glyph bounds, but may be useful when debugging problems

[FontImportOptions:FontImportOptionsData]
bUseDistanceFieldAlpha=Use Distance Field Alpha
bUseDistanceFieldAlpha.tooltip=If TRUE then the alpha channel of the font textures will store a distance field instead of a color mask

[FontImportOptions:FontImportOptionsData]
DistanceFieldScaleFactor=Distance Field Scale Factor
DistanceFieldScaleFactor.tooltip=Scale factor determines how big to scale the font bitmap during import when generating distance field values \n       Note that higher values give better quality but importing will take much longer.

[FontImportOptions:FontImportOptionsData]
DistanceFieldScanRadiusScale=Distance Field Scan Radius Scale
DistanceFieldScanRadiusScale.tooltip=Shrinks or expands the scan radius used to determine the silhouette of the font edges.

[KMeshProps:KAggregateGeom]
SphereElems=Sphere Elems

[KMeshProps:KAggregateGeom]
BoxElems=Box Elems

[KMeshProps:KAggregateGeom]
SphylElems=Sphyl Elems

[KMeshProps:KAggregateGeom]
ConvexElems=Convex Elems

[KMeshProps:KAggregateGeom]
RenderInfo=Render Info

[KMeshProps:KAggregateGeom]
bSkipCloseAndParallelChecks=Skip Close And Parallel Checks
bSkipCloseAndParallelChecks.tooltip=Collision against this geom will not specially handle the "close and parallel" case.  Special-case.

[EngineTypes:LightmassPrimitiveSettings]
bUseTwoSidedLighting=Use Two Sided Lighting
bUseTwoSidedLighting.tooltip=If TRUE, this object will be lit as if it receives light from both sides of its polygons.

[EngineTypes:LightmassPrimitiveSettings]
bShadowIndirectOnly=Shadow Indirect Only
bShadowIndirectOnly.tooltip=If TRUE, this object will only shadow indirect lighting.

[EngineTypes:LightmassPrimitiveSettings]
bUseEmissiveForStaticLighting=Use Emissive For Static Lighting
bUseEmissiveForStaticLighting.tooltip=If TRUE, allow using the emissive for static lighting.

[EngineTypes:LightmassPrimitiveSettings]
EmissiveLightFalloffExponent=Emissive Light Falloff Exponent
EmissiveLightFalloffExponent.tooltip=Direct lighting falloff exponent for mesh area lights created from emissive areas on this primitive.

[EngineTypes:LightmassPrimitiveSettings]
EmissiveLightExplicitInfluenceRadius=Emissive Light Explicit Influence Radius
EmissiveLightExplicitInfluenceRadius.tooltip=Direct lighting influence radius.\n        The default is 0, which means the influence radius should be automatically generated based on the emissive light brightness.\n        Values greater than 0 override the automatic method.

[EngineTypes:LightmassPrimitiveSettings]
EmissiveBoost=Emissive Boost
EmissiveBoost.tooltip=Scales the emissive contribution of all materials applied to this object.

[EngineTypes:LightmassPrimitiveSettings]
DiffuseBoost=Diffuse Boost
DiffuseBoost.tooltip=Scales the diffuse contribution of all materials applied to this object.

[EngineTypes:LightmassPrimitiveSettings]
SpecularBoost=Specular Boost

[EngineTypes:LightmassPrimitiveSettings]
FullyOccludedSamplesFraction=Fully Occluded Samples Fraction
FullyOccludedSamplesFraction.tooltip=Fraction of samples taken that must be occluded in order to reach full occlusion.

[MaterialInterface:LightmassMaterialInterfaceSettings]
bCastShadowAsMasked=Cast Shadow As Masked
bCastShadowAsMasked.tooltip=If TRUE, forces translucency to cast static shadows as if the material were masked.

[MaterialInterface:LightmassMaterialInterfaceSettings]
EmissiveBoost=Emissive Boost
EmissiveBoost.tooltip=Scales the emissive contribution of this material to static lighting.

[MaterialInterface:LightmassMaterialInterfaceSettings]
DiffuseBoost=Diffuse Boost
DiffuseBoost.tooltip=Scales the diffuse contribution of this material to static lighting.

[MaterialInterface:LightmassMaterialInterfaceSettings]
SpecularBoost=Specular Boost

[MaterialInterface:LightmassMaterialInterfaceSettings]
ExportResolutionScale=Export Resolution Scale
ExportResolutionScale.tooltip=Scales the resolution that this material's attributes were exported at. \n        This is useful for increasing material resolution when details are needed.

[MaterialInterface:LightmassMaterialInterfaceSettings]
DistanceFieldPenumbraScale=Distance Field Penumbra Scale
DistanceFieldPenumbraScale.tooltip=Scales the penumbra size of distance field shadows.  This is useful to get softer precomputed shadows on certain material types like foliage.

[MaterialInterface:LightmassMaterialInterfaceSettings]
bOverrideCastShadowAsMasked=Override Cast Shadow As Masked

[MaterialInterface:LightmassMaterialInterfaceSettings]
bOverrideEmissiveBoost=Override Emissive Boost

[MaterialInterface:LightmassMaterialInterfaceSettings]
bOverrideDiffuseBoost=Override Diffuse Boost

[MaterialInterface:LightmassMaterialInterfaceSettings]
bOverrideSpecularBoost=Override Specular Boost

[MaterialInterface:LightmassMaterialInterfaceSettings]
bOverrideExportResolutionScale=Override Export Resolution Scale

[MaterialInterface:LightmassMaterialInterfaceSettings]
bOverrideDistanceFieldPenumbraScale=Override Distance Field Penumbra Scale

[Actor:ActorReference]
Actor=Actor
Actor.tooltip=Struct used for cross level actor references

[Actor:ActorReference]
Guid=Guid
Guid.tooltip=Struct used for cross level actor references

[Object:Box]
Min=Min
Min.tooltip=A bounding box.

[Object:Box]
Max=Max
Max.tooltip=A bounding box.

[Object:Box]
IsValid=Is Valid

[Object:Vector2D]
X=X

[Object:Vector2D]
Y=Y

[Object:Plane]
W=W
W.tooltip=A plane definition in 3d space.

[ApexDestructibleAsset:NxDestructibleParameters]
DamageThreshold=Damage Threshold
DamageThreshold.tooltip=The damage amount which will cause a chunk to fracture (break free) from the destructible.\n               This is obtained from the damage value passed into the NxDestructibleActor::applyDamage,\n               or NxDestructibleActor::applyRadiusDamage, or via impact (see 'forceToDamage', below).

[ApexDestructibleAsset:NxDestructibleParameters]
DamageToRadius=Damage To Radius
DamageToRadius.tooltip=Controls the distance into the destructible to propagate damage.  The damage applied to the chunk\n               is multiplied by damageToRadius, to get the propagation distance.  All chunks within the radius\n               will have damage applied to them.  The damage applied to each chunk varies with distance to the damage\n               application position.  Full damage is taken at zero distance, and zero damage at the damage radius.

[ApexDestructibleAsset:NxDestructibleParameters]
DamageCap=Damage Cap
DamageCap.tooltip=Limits the amount of damage applied to a chunk.  This is useful for preventing the entire destructible\n               from getting pulverized by a very large application of damage.  This can easily happen when impact damage is\n               used, and the damage amount is proportional to the impact force (see forceToDamage).

[ApexDestructibleAsset:NxDestructibleParameters]
ForceToDamage=Force To Damage
ForceToDamage.tooltip=If a chunk is at a depth which has NX_DESTRUCTIBLE_TAKE_IMPACT_DAMAGE set (see NxDestructibleDepthParameters),\n               then when a chunk has a collision in the NxScene, it will take damage equal to forceToDamage mulitplied by\n               the impact force.\n               The default value is zero, which effectively disables impact damage.

[ApexDestructibleAsset:NxDestructibleParameters]
ImpactVelocityThreshold=Impact Velocity Threshold
ImpactVelocityThreshold.tooltip=Large impact force may be reported if rigid bodies are spawned inside one another.  In this case the realative velocity of the two\n               objects will be low.  This variable allows the user to set a minimum velocity threshold for impacts to ensure that the objects are \n               moving at a min velocity in order for the impact force to be considered.

[ApexDestructibleAsset:NxDestructibleParameters]
MaterialStrength=Material Strength
MaterialStrength.tooltip=When a chunk takes impact damage due to physical contact (see NxDestructibleDepthParametersFlag::TAKE_IMPACT_DAMAGE), this parameter\n               is the maximum impulse the contact can generate.  Weak materials such as glass may have this set to a low value, so that\n               heavier objects will pass through them during fracture.\n               N.B.: Setting this parameter to 0 disables the impulse cap; that is, zero is interpreted as infinite.\n               Default value = 0.0f.

[ApexDestructibleAsset:NxDestructibleParameters]
DamageToPercentDeformation=Damage To Percent Deformation
DamageToPercentDeformation.tooltip=Damage applied to chunks may deform (move) a chunk without fracturing it, if damageToPercentDeformation is\n               positive.  The damage applied to the chunk is multiplied by damageToPercentDeformation, and the resulting\n               "percent deformation" is used to translate and rotate the chunk.  The translation is the "percent deformation"\n               times the size of the chunk, in the direction given by the 'direction' paramater in applyDamage\n               (see NxDestructibleActor).  For radius damage, the direction is always radial from the impact position.\n               The rotation appplied is the "percent deformation" times one radian.\n               The default value is zero, which disables deformation.

[ApexDestructibleAsset:NxDestructibleParameters]
DeformationPercentLimit=Deformation Percent Limit
DeformationPercentLimit.tooltip=If a chunk's percent deformation (see damageToPercentDeformation) exceeds deformationPercentLimit in\n               either translation or rotation, then the chunk will fracture.

[ApexDestructibleAsset:NxDestructibleParameters]
bFormExtendedStructures=Form Extended Structures
bFormExtendedStructures.tooltip=If initially static, the destructible will become part of an extended support structure if it is\n               in contact with another static destructible that also has this flag set.

[ApexDestructibleAsset:NxDestructibleParameters]
SupportDepth=Support Depth
SupportDepth.tooltip=The chunk hierarchy depth at which to create a support graph.  Higher depth levels give more detailed support,\n               but will give a higher computational load.  Chunks below the support depth will never be supported.

[ApexDestructibleAsset:NxDestructibleParameters]
DebrisDepth=Debris Depth
DebrisDepth.tooltip=The chunk hierarchy depth at which chunks are considered to be "debris."  Chunks at this depth or\n               below will be considered for various debris settings, such as debrisLifetime.\n               Negative values indicate that no chunk depth is considered debris.\n               Default value is -1.

[ApexDestructibleAsset:NxDestructibleParameters]
EssentialDepth=Essential Depth
EssentialDepth.tooltip=The chunk hierarchy depth up to which chunks will always be processed.  These chunks are considered\n               to be essential either for gameplay or visually.\n               The minimum value is 0, meaning the level 0 chunk is always considered essential.\n               Default value is 0.

[ApexDestructibleAsset:NxDestructibleParameters]
DebrisLifetimeMin=Debris Lifetime Min
DebrisLifetimeMin.tooltip="Debris chunks" (see debrisDepth, above) will be destroyed after a time (in seconds)\n               separated from non-debris chunks.  The actual lifetime is interpolated between these\n               two values, based upon the module's LOD setting.  To disable lifetime, clear the\n               NX_DESTRUCTIBLE_DEBRIS_TIMEOUT flag in the flags field.\n               If debrisLifetimeMax < debrisLifetimeMin, the mean of the two is used for both.\n               Default debrisLifetimeMin = 1.0, debrisLifetimeMax = 10.0f.

[ApexDestructibleAsset:NxDestructibleParameters]
DebrisLifetimeMax=Debris Lifetime Max
DebrisLifetimeMax.tooltip="Debris chunks" (see debrisDepth, above) will be destroyed after a time (in seconds)\n               separated from non-debris chunks.  The actual lifetime is interpolated between these\n               two values, based upon the module's LOD setting.  To disable lifetime, clear the\n               NX_DESTRUCTIBLE_DEBRIS_TIMEOUT flag in the flags field.\n               If debrisLifetimeMax < debrisLifetimeMin, the mean of the two is used for both.\n               Default debrisLifetimeMin = 1.0, debrisLifetimeMax = 10.0f.

[ApexDestructibleAsset:NxDestructibleParameters]
DebrisMaxSeparationMin=Debris Max Separation Min
DebrisMaxSeparationMin.tooltip="Debris chunks" (see debrisDepth, above) will be destroyed if they are separated from\n               their origin by a distance greater than maxSeparation.  The actual maxSeparation is\n               interpolated between these two values, based upon the module's LOD setting.  To disable\n               maxSeparation, clear the NX_DESTRUCTIBLE_DEBRIS_MAX_SEPARATION flag in the flags field.\n               If debrisMaxSeparationMax < debrisMaxSeparationMin, the mean of the two is used for both.\n               Default debrisMaxSeparationMin = 1.0, debrisMaxSeparationMax = 10.0f.

[ApexDestructibleAsset:NxDestructibleParameters]
DebrisMaxSeparationMax=Debris Max Separation Max
DebrisMaxSeparationMax.tooltip="Debris chunks" (see debrisDepth, above) will be destroyed if they are separated from\n               their origin by a distance greater than maxSeparation.  The actual maxSeparation is\n               interpolated between these two values, based upon the module's LOD setting.  To disable\n               maxSeparation, clear the NX_DESTRUCTIBLE_DEBRIS_MAX_SEPARATION flag in the flags field.\n               If debrisMaxSeparationMax < debrisMaxSeparationMin, the mean of the two is used for both.\n               Default debrisMaxSeparationMin = 1.0, debrisMaxSeparationMax = 10.0f.

[ApexDestructibleAsset:NxDestructibleParameters]
ValidBounds=Valid Bounds
ValidBounds.tooltip="Debris chunks" (see debrisDepth, above) will be destroyed if they are separated from\n               their origin by a distance greater than maxSeparation multiplied by the original\n               destructible asset size.  The actual maxSeparation is interpolated between these\n               two values, based upon the module's LOD setting.  To disable maxSeparation, clear the\n               NX_DESTRUCTIBLE_DEBRIS_MAX_SEPARATION flag in the flags field.\n               If debrisMaxSeparationMax < debrisMaxSeparationMin, the mean of the two is used for both.\n               Default debrisMaxSeparationMin = 1.0, debrisMaxSeparationMax = 10.0f.

[ApexDestructibleAsset:NxDestructibleParameters]
MaxChunkSpeed=Max Chunk Speed
MaxChunkSpeed.tooltip=If greater than 0, the chunks' speeds will not be allowed to exceed this value.  Use 0\n               to disable this feature (this is the default).

[ApexDestructibleAsset:NxDestructibleParameters]
MassScaleExponent=Mass Scale Exponent
MassScaleExponent.tooltip=Dynamic chunk islands will have their masses raised to this power.  Values less than 1 have the\n               effect of reducing the ratio of different masses.  The closer massScaleExponent is to zero, the\n               more the ratio will be "flattened."  This helps PhysX converge when there is a very large number\n               of interacting rigid bodies (such as a pile of destructible chunks).\n               Valid range: [0,1].  Default = 0.5.

[ApexDestructibleAsset:NxDestructibleParameters]
Flags=Flags
Flags.tooltip=A collection of flags defined in NxDestructibleParametersFlag.

[ApexDestructibleAsset:NxDestructibleParameters]
GrbVolumeLimit=Grb Volume Limit
GrbVolumeLimit.tooltip=The relative volume (chunk volume / whole destructible volume) below which GRBs are used\n               instead of RBs to represent chunks in the physics scene.

[ApexDestructibleAsset:NxDestructibleParameters]
GrbParticleSpacing=Grb Particle Spacing
GrbParticleSpacing.tooltip=Spacing of particle grid used to represent rigid bodies in GRB

[ApexDestructibleAsset:NxDestructibleParameters]
FractureImpulseScale=Fracture Impulse Scale
FractureImpulseScale.tooltip=Scale factor used to apply an impulse force along the normal of chunk when fractured.  This is used\n               in order to "push" the pieces out as they fracture.

[ApexDestructibleAsset:NxDestructibleParameters]
DepthParameters=Depth Parameters
DepthParameters.tooltip=Parameters that apply to every chunk at a given level (see NxDestructibleDepthParameters).\n               the element [0] of the array applies to the level 0 (unfractured) chunk, element [1] applies\n               to the level 1 chunks, etc.

[DistributionVector:RawDistributionVector]
Distribution=Distribution

[Object:RawDistribution]
Type=Type

[Object:RawDistribution]
Op=Op

[Object:RawDistribution]
LookupTableNumElements=Lookup Table Num Elements

[Object:RawDistribution]
LookupTableChunkSize=Lookup Table Chunk Size

[Object:RawDistribution]
LookupTable=Lookup Table

[Object:RawDistribution]
LookupTableTimeScale=Lookup Table Time Scale

[Object:RawDistribution]
LookupTableStartTime=Lookup Table Start Time

[DistributionFloat:RawDistributionFloat]
Distribution=Distribution

[ParticleModuleBeamModifier:BeamModifierOptions]
bModify=Modify
bModify.tooltip=If TRUE, modify the value associated with this grouping.

[ParticleModuleBeamModifier:BeamModifierOptions]
bScale=Scale
bScale.tooltip=If TRUE, scale the associated value by the given value.

[ParticleModuleBeamModifier:BeamModifierOptions]
bLock=Lock
bLock.tooltip=If TRUE, lock the modifier to the life of the particle.

[ParticleModule:ParticleRandomSeedInfo]
ParameterName=Parameter Name
ParameterName.tooltip=The name to expose to the placed instances for setting this seed

[ParticleModule:ParticleRandomSeedInfo]
bGetSeedFromInstance=Get Seed From Instance
bGetSeedFromInstance.tooltip=If TRUE, the module will attempt to get the seed from the owner\n               instance. If that fails, it will fall back to getting it from\n               the RandomSeeds array.

[ParticleModule:ParticleRandomSeedInfo]
bInstanceSeedIsIndex=Instance Seed Is Index
bInstanceSeedIsIndex.tooltip=If TRUE, the seed value retrieved from teh instance will be an\n               index into the array of seeds.

[ParticleModule:ParticleRandomSeedInfo]
bResetSeedOnEmitterLooping=Reset Seed On Emitter Looping
bResetSeedOnEmitterLooping.tooltip=If TRUE, then reset the seed upon the emitter looping.\n               For looping environmental effects this should likely be set to FALSE to avoid\n               a repeating pattern.

[ParticleModule:ParticleRandomSeedInfo]
RandomSeeds=Random Seeds
RandomSeeds.tooltip=The random seed values to utilize for the module. \n               More than 1 means the instance will randomly select one.

[ParticleModuleOrbit:OrbitOptions]
bProcessDuringSpawn=Process During Spawn
bProcessDuringSpawn.tooltip=Whether to process the data during spawning.

[ParticleModuleOrbit:OrbitOptions]
bProcessDuringUpdate=Process During Update
bProcessDuringUpdate.tooltip=Whether to process the data during updating.

[ParticleModuleOrbit:OrbitOptions]
bUseEmitterTime=Use Emitter Time
bUseEmitterTime.tooltip=Whether to use emitter time during data retrieval.

[ParticleModuleTypeDataPhysX:PhysXEmitterVerticalLodProperties]
WeightForFifo=Weight For Fifo
WeightForFifo.tooltip=Priority for removing old particles from this emitter.\n       Relative low values give other emitters precedence for giving \n       up old particles.

[ParticleModuleTypeDataPhysX:PhysXEmitterVerticalLodProperties]
WeightForSpawnLod=Weight For Spawn Lod
WeightForSpawnLod.tooltip=Priority for spawn time particle culling and lifetime reduction.\n       Relative low values give other emitters precedence for dropping \n       particles and reducing lifetimes at spawn time.

[ParticleModuleTypeDataPhysX:PhysXEmitterVerticalLodProperties]
SpawnLodRateVsLifeBias=Spawn Lod Rate Vs Life Bias
SpawnLodRateVsLifeBias.tooltip=Bias for spawn time LOD. Range: [0,1]\n       1.0: spawn volume reduction by culling spawned particles. \n       0.0: spawn volume reduction by lowering particle lifetimes.

[ParticleModuleTypeDataPhysX:PhysXEmitterVerticalLodProperties]
RelativeFadeoutTime=Relative Fadeout Time
RelativeFadeoutTime.tooltip=Defines the fraction of the particle lifetime that is used for \n    early fading out. This setting should correspond with \n    the time span which is used to fade out particles, reducing \n    size or opacity. Range: [0,1]

[Object:Quat]
X=X
X.tooltip=Quaternion

[Object:Quat]
Y=Y
Y.tooltip=Quaternion

[Object:Quat]
Z=Z
Z.tooltip=Quaternion

[Object:Quat]
W=W
W.tooltip=Quaternion

[RB_ConstraintSetup:LinearDOFSetup]
bLimited=b Limited
bLimited.tooltip=Whether this DOF has any limit on it.

[RB_ConstraintSetup:LinearDOFSetup]
LimitSize=Limit Size
LimitSize.tooltip='Half-length' of limit gap. Can shift it by fiddling Pos1/2.\n               A size of 0.0 results in 'locking' the linear DOF.

[HUD:KismetDrawTextInfo]
MessageText=Message Text

[HUD:KismetDrawTextInfo]
AppendedText=Appended Text

[HUD:KismetDrawTextInfo]
MessageFont=Message Font

[HUD:KismetDrawTextInfo]
MessageFontScale=Message Font Scale

[HUD:KismetDrawTextInfo]
MessageOffset=Message Offset

[HUD:KismetDrawTextInfo]
MessageColor=Message Color

[HUD:KismetDrawTextInfo]
MessageEndTime=Message End Time

[Texture:TextureGroupContainer]
TEXTUREGROUP_World=TEXTUREGROUP_World
TEXTUREGROUP_World.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_WorldNormalMap=TEXTUREGROUP_World Normal Map
TEXTUREGROUP_WorldNormalMap.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_WorldSpecular=TEXTUREGROUP_World Specular
TEXTUREGROUP_WorldSpecular.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Character=TEXTUREGROUP_Character
TEXTUREGROUP_Character.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_CharacterNormalMap=TEXTUREGROUP_Character Normal Map
TEXTUREGROUP_CharacterNormalMap.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_CharacterSpecular=TEXTUREGROUP_Character Specular
TEXTUREGROUP_CharacterSpecular.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Weapon=TEXTUREGROUP_Weapon
TEXTUREGROUP_Weapon.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_WeaponNormalMap=TEXTUREGROUP_Weapon Normal Map
TEXTUREGROUP_WeaponNormalMap.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_WeaponSpecular=TEXTUREGROUP_Weapon Specular
TEXTUREGROUP_WeaponSpecular.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Vehicle=TEXTUREGROUP_Vehicle
TEXTUREGROUP_Vehicle.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_VehicleNormalMap=TEXTUREGROUP_Vehicle Normal Map
TEXTUREGROUP_VehicleNormalMap.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_VehicleSpecular=TEXTUREGROUP_Vehicle Specular
TEXTUREGROUP_VehicleSpecular.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Cinematic=TEXTUREGROUP_Cinematic
TEXTUREGROUP_Cinematic.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Effects=TEXTUREGROUP_Effects
TEXTUREGROUP_Effects.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_EffectsNotFiltered=TEXTUREGROUP_Effects Not Filtered
TEXTUREGROUP_EffectsNotFiltered.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Skybox=TEXTUREGROUP_Skybox
TEXTUREGROUP_Skybox.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_UI=TEXTUREGROUP_UI
TEXTUREGROUP_UI.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Lightmap=TEXTUREGROUP_Lightmap
TEXTUREGROUP_Lightmap.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_RenderTarget=TEXTUREGROUP_Render Target
TEXTUREGROUP_RenderTarget.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_MobileFlattened=TEXTUREGROUP_Mobile Flattened
TEXTUREGROUP_MobileFlattened.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_ProcBuilding_Face=TEXTUREGROUP_Proc Building_ Face
TEXTUREGROUP_ProcBuilding_Face.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_ProcBuilding_LightMap=TEXTUREGROUP_Proc Building_ Light Map
TEXTUREGROUP_ProcBuilding_LightMap.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Shadowmap=TEXTUREGROUP_Shadowmap
TEXTUREGROUP_Shadowmap.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_ColorLookupTable=TEXTUREGROUP_Color Lookup Table
TEXTUREGROUP_ColorLookupTable.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Terrain_Heightmap=TEXTUREGROUP_Terrain_ Heightmap
TEXTUREGROUP_Terrain_Heightmap.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Terrain_Weightmap=TEXTUREGROUP_Terrain_ Weightmap
TEXTUREGROUP_Terrain_Weightmap.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_ImageBasedReflection=TEXTUREGROUP_Image Based Reflection
TEXTUREGROUP_ImageBasedReflection.tooltip=Select texture group(s)

[Texture:TextureGroupContainer]
TEXTUREGROUP_Bokeh=TEXTUREGROUP_Bokeh
TEXTUREGROUP_Bokeh.tooltip=Select texture group(s)

[MusicTrackDataStructures:MusicTrackStruct]
TheSoundCue=The Sound Cue
TheSoundCue.tooltip=The soundCue to play

[MusicTrackDataStructures:MusicTrackStruct]
bAutoPlay=Auto Play
bAutoPlay.tooltip=Controls whether or not the track is auto-played when it is attached to the scene.

[MusicTrackDataStructures:MusicTrackStruct]
bPersistentAcrossLevels=Persistent Across Levels
bPersistentAcrossLevels.tooltip=Controls whether the sound is not stopped on a map change

[MusicTrackDataStructures:MusicTrackStruct]
FadeInTime=Fade In Time
FadeInTime.tooltip=Time taken for sound to fade in when action is activated.

[MusicTrackDataStructures:MusicTrackStruct]
FadeInVolumeLevel=Fade In Volume Level
FadeInVolumeLevel.tooltip=Volume the sound to should fade in to

[MusicTrackDataStructures:MusicTrackStruct]
FadeOutTime=Fade Out Time
FadeOutTime.tooltip=Time take for sound to fade out when Stop input is fired.

[MusicTrackDataStructures:MusicTrackStruct]
FadeOutVolumeLevel=Fade Out Volume Level
FadeOutVolumeLevel.tooltip=Volume the sound to should fade out to

[MusicTrackDataStructures:MusicTrackStruct]
MP3Filename=MP3Filename
MP3Filename.tooltip=Alternate Mp3 file to play on devices (iPhone, not PC) that support it.

[Camera:ViewTargetTransitionParams]
BlendTime=Blend Time
BlendTime.tooltip=Total duration of blend to pending view target.  0 means no blending.

[Camera:ViewTargetTransitionParams]
BlendFunction=Blend Function
BlendFunction.tooltip=Function to apply to the blend parameter

[Camera:ViewTargetTransitionParams]
BlendExp=Blend Exp
BlendExp.tooltip=Exponent, used by certain blend functions to control the shape of the curve.

[Camera:ViewTargetTransitionParams]
bLockOutgoing=Lock Outgoing
bLockOutgoing.tooltip=If TRUE, lock outgoing viewtarget to last frame's camera position for the remainder of the blend.\n         This is useful if you plan to teleport the viewtarget, but want to keep the camera motion smooth.

[SoundClass:SoundClassProperties]
Volume=Volume
Volume.tooltip=Volume multiplier.

[SoundClass:SoundClassProperties]
Pitch=Pitch
Pitch.tooltip=Pitch multiplier.

[SoundClass:SoundClassProperties]
StereoBleed=Stereo Bleed
StereoBleed.tooltip=The amount of stereo sounds to bleed to the rear speakers

[SoundClass:SoundClassProperties]
LFEBleed=LFEBleed
LFEBleed.tooltip=The amount of a sound to bleed to the LFE channel

[SoundClass:SoundClassProperties]
VoiceCenterChannelVolume=Voice Center Channel Volume
VoiceCenterChannelVolume.tooltip=Voice center channel volume - Not a multiplier (no propagation)

[SoundClass:SoundClassProperties]
RadioFilterVolume=Radio Filter Volume
RadioFilterVolume.tooltip=Volume of the radio filter effect

[SoundClass:SoundClassProperties]
RadioFilterVolumeThreshold=Radio Filter Volume Threshold
RadioFilterVolumeThreshold.tooltip=Volume at which the radio filter kicks in

[SoundClass:SoundClassProperties]
bApplyEffects=Apply Effects
bApplyEffects.tooltip=Sound mode voice - whether to apply audio effects

[SoundClass:SoundClassProperties]
bAlwaysPlay=Always Play
bAlwaysPlay.tooltip=Whether to artificially prioritise the component to play

[SoundClass:SoundClassProperties]
bIsUISound=Is UISound
bIsUISound.tooltip=Whether or not this sound plays when the game is paused in the UI

[SoundClass:SoundClassProperties]
bIsMusic=Is Music
bIsMusic.tooltip=Whether or not this is music (propagates only if parent is TRUE)

[SoundClass:SoundClassProperties]
bReverb=Reverb
bReverb.tooltip=Whether or not this sound class has reverb applied

[SoundClass:SoundClassProperties]
bCenterChannelOnly=Center Channel Only
bCenterChannelOnly.tooltip=Whether or not this sound class forces sounds to the center channel

[SoundMode:AudioEQEffect]
RootTime=Root Time

[SoundMode:AudioEQEffect]
HFFrequency=HFFrequency
HFFrequency.tooltip=High pass cutoff frequency.

[SoundMode:AudioEQEffect]
HFGain=HFGain
HFGain.tooltip=0.0 is silent, 1.0 is full volume.

[SoundMode:AudioEQEffect]
MFCutoffFrequency=MFCutoff Frequency
MFCutoffFrequency.tooltip=Band pass cutoff frequency.

[SoundMode:AudioEQEffect]
MFBandwidth=MFBandwidth
MFBandwidth.tooltip=Band pass bandwidth (0.1 to 2.0).

[SoundMode:AudioEQEffect]
MFGain=MFGain
MFGain.tooltip=0.0 is silent, 1.0 is full volume.

[SoundMode:AudioEQEffect]
LFFrequency=LFFrequency
LFFrequency.tooltip=Low pass cutoff frequency.

[SoundMode:AudioEQEffect]
LFGain=LFGain
LFGain.tooltip=0.0 is silent, 1.0 is full volume.

[EngineTypes:LightmassDirectionalLightSettings]
LightSourceAngle=Light Source Angle
LightSourceAngle.tooltip=Angle that the directional light's emissive surface extends relative to a receiver, affects penumbra sizes.

[EngineTypes:LightmassLightSettings]
IndirectLightingScale=Indirect Lighting Scale
IndirectLightingScale.tooltip=Scale factor for the indirect lighting

[EngineTypes:LightmassLightSettings]
IndirectLightingSaturation=Indirect Lighting Saturation
IndirectLightingSaturation.tooltip=0 will be completely desaturated, 1 will be unchanged

[EngineTypes:LightmassLightSettings]
ShadowExponent=Shadow Exponent
ShadowExponent.tooltip=Controls the falloff of shadow penumbras

[EngineTypes:LightmassPointLightSettings]
LightSourceRadius=Light Source Radius
LightSourceRadius.tooltip=The radius of the light's emissive surface, not the light's influence.

[Object:SHVectorRGB]
R=R
R.tooltip=A vector of spherical harmonic coefficients for each color component.

[Object:SHVectorRGB]
G=G
G.tooltip=A vector of spherical harmonic coefficients for each color component.

[Object:SHVectorRGB]
B=B
B.tooltip=A vector of spherical harmonic coefficients for each color component.

[PBRuleNodeMesh:BuildingMeshInfo]
Mesh=Mesh
Mesh.tooltip=Actual mesh to use

[PBRuleNodeMesh:BuildingMeshInfo]
DimX=Dim X
DimX.tooltip=Defined X length of mesh, when used in building

[PBRuleNodeMesh:BuildingMeshInfo]
DimZ=Dim Z
DimZ.tooltip=Defined Z length of mesh, when used in building

[PBRuleNodeMesh:BuildingMeshInfo]
Chance=Chance
Chance.tooltip=Chance of this building mesh being picked

[PBRuleNodeMesh:BuildingMeshInfo]
Translation=Translation
Translation.tooltip=Optional translation applied to to mesh

[PBRuleNodeMesh:BuildingMeshInfo]
Rotation=Rotation
Rotation.tooltip=Optional rotation (in degrees) applied to to mesh

[PBRuleNodeMesh:BuildingMeshInfo]
bMeshScaleTranslation=Mesh Scale Translation
bMeshScaleTranslation.tooltip=If TRUE, the Translation specified is scaled by any scaling applied to the mesh

[PBRuleNodeMesh:BuildingMeshInfo]
bOverrideMeshLightMapRes=Override Mesh Light Map Res
bOverrideMeshLightMapRes.tooltip=If TRUE, use OverriddenLightMapRes instead of resolution set on the mesh.

[PBRuleNodeMesh:BuildingMeshInfo]
OverriddenMeshLightMapRes=Overridden Mesh Light Map Res
OverriddenMeshLightMapRes.tooltip=Resolution to use for lighting on this mesh, if bOverrideMeshLightMapRes is TRUE.

[PBRuleNodeMesh:BuildingMeshInfo]
MaterialOverrides=Material Overrides

[PBRuleNodeMesh:BuildingMeshInfo]
SectionOverrides=Section Overrides
SectionOverrides.tooltip=Specifies options for overriding material on each section of the mesh

[CameraShake:ROscillator]
Pitch=Pitch
Pitch.tooltip=Defines rotator oscillation.

[CameraShake:ROscillator]
Yaw=Yaw
Yaw.tooltip=Defines rotator oscillation.

[CameraShake:ROscillator]
Roll=Roll
Roll.tooltip=Defines rotator oscillation.

[CameraShake:VOscillator]
X=X
X.tooltip=Defines vector oscillation.

[CameraShake:VOscillator]
Y=Y
Y.tooltip=Defines vector oscillation.

[CameraShake:VOscillator]
Z=Z
Z.tooltip=Defines vector oscillation.

[CameraShake:FOscillator]
Amplitude=Amplitude
Amplitude.tooltip=Defines oscillation of a single number.

[CameraShake:FOscillator]
Frequency=Frequency
Frequency.tooltip=Defines oscillation of a single number.

[CameraShake:FOscillator]
InitialOffset=Initial Offset
InitialOffset.tooltip=Defines oscillation of a single number.

[Object:InterpCurveLinearColor]
Points=Points

[Object:InterpCurveLinearColor]
InterpMethod=Interp Method

[AITree:AITreeHandle]
ActiveRootName=Active Root Name

[AITree:AITreeHandle]
ActiveRoot=Active Root

[AITree:AITreeHandle]
DisabledNodes=Disabled Nodes

[AITree:AITreeHandle]
LastUtilityRatingList=Last Utility Rating List
LastUtilityRatingList.tooltip=List of command nodes that we want to ignore //don't need in final release?

[AITree:AITreeHandle]
LastUtilityRatingListAtChange=Last Utility Rating List At Change
LastUtilityRatingListAtChange.tooltip=List of command nodes that we want to ignore //don't need in final release?

[MobileInputZone:TextureUVs]
U=U
U.tooltip=Structure to allow easy storage of UVs for a rendered image

[MobileInputZone:TextureUVs]
V=V
V.tooltip=Structure to allow easy storage of UVs for a rendered image

[MobileInputZone:TextureUVs]
UL=UL
UL.tooltip=Structure to allow easy storage of UVs for a rendered image

[MobileInputZone:TextureUVs]
VL=VL
VL.tooltip=Structure to allow easy storage of UVs for a rendered image

[MobilePlayerInput:TouchData]
Handle=Handle

[MobilePlayerInput:TouchData]
TouchpadIndex=Touchpad Index

[MobilePlayerInput:TouchData]
Location=Location

[MobilePlayerInput:TouchData]
TotalMoveDistance=Total Move Distance

[MobilePlayerInput:TouchData]
InitialDeviceTime=Initial Device Time

[MobilePlayerInput:TouchData]
TouchDuration=Touch Duration

[MobilePlayerInput:TouchData]
MoveEventDeviceTime=Move Event Device Time

[MobilePlayerInput:TouchData]
MoveDeltaTime=Move Delta Time

[MobilePlayerInput:TouchData]
bInUse=In Use

[MobilePlayerInput:TouchData]
Zone=Zone

[MobilePlayerInput:TouchData]
State=State

[MobilePlayerInput:TouchData]
Events=Events

[MobilePlayerInput:TouchData]
LastActiveTime=Last Active Time

[GameSkelCtrl_Recoil:RecoilDef]
TimeToGo=Time To Go

[GameSkelCtrl_Recoil:RecoilDef]
TimeDuration=Time Duration
TimeDuration.tooltip=Duration in seconds of current recoil shake

[GameSkelCtrl_Recoil:RecoilDef]
RotAmplitude=Rot Amplitude
RotAmplitude.tooltip=Rotation amplitude

[GameSkelCtrl_Recoil:RecoilDef]
RotFrequency=Rot Frequency
RotFrequency.tooltip=Rotation frequency

[GameSkelCtrl_Recoil:RecoilDef]
RotSinOffset=Rot Sin Offset

[GameSkelCtrl_Recoil:RecoilDef]
RotParams=Rot Params
RotParams.tooltip=Rotation parameters

[GameSkelCtrl_Recoil:RecoilDef]
RotOffset=Rot Offset

[GameSkelCtrl_Recoil:RecoilDef]
LocAmplitude=Loc Amplitude
LocAmplitude.tooltip=Loc offset amplitude

[GameSkelCtrl_Recoil:RecoilDef]
LocFrequency=Loc Frequency
LocFrequency.tooltip=Loc offset frequency

[GameSkelCtrl_Recoil:RecoilDef]
LocSinOffset=Loc Sin Offset

[GameSkelCtrl_Recoil:RecoilDef]
LocParams=Loc Params
LocParams.tooltip=Loc parameters

[GameSkelCtrl_Recoil:RecoilDef]
LocOffset=Loc Offset

[GameThirdPersonCamera:CamFocusPointParams]
FocusActor=Focus Actor
FocusActor.tooltip=Actor to focus on.

[GameThirdPersonCamera:CamFocusPointParams]
FocusBoneName=Focus Bone Name
FocusBoneName.tooltip=Bone name to focus on.  Ignored if FocusActor is None or has no SkeletalMeshComponent

[GameThirdPersonCamera:CamFocusPointParams]
FocusWorldLoc=Focus World Loc
FocusWorldLoc.tooltip=Focus point location in world space.  Ignored if FocusActor is not None.

[GameThirdPersonCamera:CamFocusPointParams]
CameraFOV=Camera FOV
CameraFOV.tooltip=If >0, FOV to force upon camera while looking at this point (degrees)

[GameThirdPersonCamera:CamFocusPointParams]
InterpSpeedRange=Interp Speed Range
InterpSpeedRange.tooltip=Interpolation speed (X=slow/focus loc moving, Y=fast/focus loc steady/blending out)

[GameThirdPersonCamera:CamFocusPointParams]
InFocusFOV=In Focus FOV
InFocusFOV.tooltip=FOV where target is considered in focus, no correction is made.  X is yaw tolerance, Y is pitch tolerance.

[GameThirdPersonCamera:CamFocusPointParams]
bAlwaysFocus=Always Focus
bAlwaysFocus.tooltip=If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking

[GameThirdPersonCamera:CamFocusPointParams]
bAdjustCamera=Adjust Camera
bAdjustCamera.tooltip=If TRUE, camera adjusts to keep player in view, if FALSE the camera remains fixed and just rotates in place

[GameThirdPersonCamera:CamFocusPointParams]
bIgnoreTrace=Ignore Trace
bIgnoreTrace.tooltip=If TRUE, ignore world trace to find a good spot

[GameThirdPersonCamera:CamFocusPointParams]
FocusPitchOffsetDeg=Focus Pitch Offset Deg
FocusPitchOffsetDeg.tooltip=Offsets the pitch.  e.g. 20 will look 20 degrees above the target

[GameThirdPersonCameraMode:ViewOffsetData]
OffsetHigh=Offset High
OffsetHigh.tooltip=View point offset for high player view pitch

[GameThirdPersonCameraMode:ViewOffsetData]
OffsetMid=Offset Mid
OffsetMid.tooltip=View point offset for medium (horizon) player view pitch

[GameThirdPersonCameraMode:ViewOffsetData]
OffsetLow=Offset Low
OffsetLow.tooltip=View point offset for low player view pitch

[LensFlare:LensFlareElement]
ElementName=Element Name
ElementName.tooltip=The name of the element. (Optional)

[LensFlare:LensFlareElement]
RayDistance=Ray Distance
RayDistance.tooltip=The position along the ray from the source to the viewpoint to render the flare at.\n               0.0 = At the source\n               1.0 = The source point reflected about the view center.\n               < 0 = The point along the ray going away from the center past the source.\n               > 1 = The point along the ray beyond the 'end point' of the ray reflection.

[LensFlare:LensFlareElement]
bIsEnabled=Is Enabled
bIsEnabled.tooltip=Whether the element is enabled or not

[LensFlare:LensFlareElement]
bUseSourceDistance=Use Source Distance
bUseSourceDistance.tooltip=Whether the element value look ups should use the radial distance\n               from the center to the edge of the screen or the ratio of the distance\n               from the source element.

[LensFlare:LensFlareElement]
bNormalizeRadialDistance=Normalize Radial Distance
bNormalizeRadialDistance.tooltip=Whether the radial distance should be normalized to a unit value.\n               Without this, the radial distance will be 0..1 in the horizontal and vertical cases.\n               It will be 0..1.4 in the corners.

[LensFlare:LensFlareElement]
bModulateColorBySource=Modulate Color By Source
bModulateColorBySource.tooltip=Whether the element color value should be scaled by the source color.

[LensFlare:LensFlareElement]
Size=Size
Size.tooltip=The 'base' size of the element

[LensFlare:LensFlareElement]
LFMaterials=LFMaterials
LFMaterials.tooltip=The material(s) to use for the flare element.

[LensFlare:LensFlareElement]
LFMaterialIndex=LFMaterial Index
LFMaterialIndex.tooltip=Index of the material to use from the LFMaterial array.

[LensFlare:LensFlareElement]
Scaling=Scaling
Scaling.tooltip=Global scaling.

[LensFlare:LensFlareElement]
AxisScaling=Axis Scaling
AxisScaling.tooltip=Anamorphic scaling.

[LensFlare:LensFlareElement]
Rotation=Rotation
Rotation.tooltip=Rotation.

[LensFlare:LensFlareElement]
bOrientTowardsSource=Orient Towards Source
bOrientTowardsSource.tooltip=If TRUE, always rotate the element to orient towards the source

[LensFlare:LensFlareElement]
Color=Color
Color.tooltip=Color (passed to the element material via the VertexColor expression)

[LensFlare:LensFlareElement]
Alpha=Alpha
Alpha.tooltip=Alpha (passed to the element material via the VertexColor expression)

[LensFlare:LensFlareElement]
Offset=Offset
Offset.tooltip=Offset.

[LensFlare:LensFlareElement]
DistMap_Scale=Dist Map_ Scale
DistMap_Scale.tooltip=Value to scale the AxisScaling by. Uses source to camera distance to look up the value (in Unreal units)

[LensFlare:LensFlareElement]
DistMap_Color=Dist Map_ Color
DistMap_Color.tooltip=Value to scale the Color by. Uses source to camera distance to look up the value (in Unreal units)

[LensFlare:LensFlareElement]
DistMap_Alpha=Dist Map_ Alpha
DistMap_Alpha.tooltip=Value to scale the Alpha by. Uses source to camera distance to look up the value (in Unreal units)

[EngineTypes:LightmassDebugOptions]
bDebugMode=Debug Mode
bDebugMode.tooltip=If FALSE, UnrealLightmass.exe is launched automatically (default)\n               If TRUE, it must be launched manually (e.g. through a debugger) with the -debug command line parameter.

[EngineTypes:LightmassDebugOptions]
bStatsEnabled=Stats Enabled
bStatsEnabled.tooltip=If TRUE, all participating Lightmass agents will report back detailed stats to the log.

[EngineTypes:LightmassDebugOptions]
bGatherBSPSurfacesAcrossComponents=Gather BSPSurfaces Across Components
bGatherBSPSurfacesAcrossComponents.tooltip=If TRUE, BSP surfaces split across model components are joined into 1 mapping

[EngineTypes:LightmassDebugOptions]
CoplanarTolerance=Coplanar Tolerance
CoplanarTolerance.tooltip=The tolerance level used when gathering BSP surfaces.

[EngineTypes:LightmassDebugOptions]
bUseDeterministicLighting=Use Deterministic Lighting
bUseDeterministicLighting.tooltip=If TRUE, deterministic lighting mode will be used.

[EngineTypes:LightmassDebugOptions]
bUseImmediateImport=Use Immediate Import
bUseImmediateImport.tooltip=If TRUE, Lightmass will import mappings immediately as they complete.\n               It will not process them, however.

[EngineTypes:LightmassDebugOptions]
bImmediateProcessMappings=Immediate Process Mappings
bImmediateProcessMappings.tooltip=If TRUE, Lightmass will process appropriate mappings as they are imported.\n               NOTE: Requires ImmediateMode be enabled to actually work.

[EngineTypes:LightmassDebugOptions]
bSortMappings=Sort Mappings
bSortMappings.tooltip=If TRUE, Lightmass will sort mappings by texel cost.

[EngineTypes:LightmassDebugOptions]
bDumpBinaryFiles=Dump Binary Files
bDumpBinaryFiles.tooltip=If TRUE, the generate coefficients will be dumped to binary files.

[EngineTypes:LightmassDebugOptions]
bDebugMaterials=Debug Materials
bDebugMaterials.tooltip=If TRUE, Lightmass will write out BMPs for each generated material property\n               sample to <GAME>\ScreenShots\Materials.

[EngineTypes:LightmassDebugOptions]
bPadMappings=Pad Mappings
bPadMappings.tooltip=If TRUE, Lightmass will pad the calculated mappings to reduce/eliminate seams.

[EngineTypes:LightmassDebugOptions]
bDebugPaddings=Debug Paddings
bDebugPaddings.tooltip=If TRUE, will fill padding of mappings with a color rather than the sampled edges.\n               Means nothing if bPadMappings is not enabled...

[EngineTypes:LightmassDebugOptions]
bOnlyCalcDebugTexelMappings=Only Calc Debug Texel Mappings
bOnlyCalcDebugTexelMappings.tooltip=If TRUE, only the mapping containing a debug texel will be calculated, all others\n        will be set to white

[EngineTypes:LightmassDebugOptions]
bUseRandomColors=Use Random Colors
bUseRandomColors.tooltip=If TRUE, color lightmaps a random color

[EngineTypes:LightmassDebugOptions]
bColorBordersGreen=Color Borders Green
bColorBordersGreen.tooltip=If TRUE, a green border will be placed around the edges of mappings

[EngineTypes:LightmassDebugOptions]
bColorByExecutionTime=Color By Execution Time
bColorByExecutionTime.tooltip=If TRUE, Lightmass will overwrite lightmap data with a shade of red relating to\n        how long it took to calculate the mapping (Red = Time / ExecutionTimeDivisor)

[EngineTypes:LightmassDebugOptions]
ExecutionTimeDivisor=Execution Time Divisor
ExecutionTimeDivisor.tooltip=The amount of time that will be count as full red when bColorByExecutionTime is enabled

[EngineTypes:LightmassDebugOptions]
bInitialized=Initialized

[EngineTypes:SwarmDebugOptions]
bDistributionEnabled=Distribution Enabled
bDistributionEnabled.tooltip=If TRUE, Swarm will distribute jobs.\n               If FALSE, only the local machine will execute the jobs.

[EngineTypes:SwarmDebugOptions]
bForceContentExport=Force Content Export
bForceContentExport.tooltip=If TRUE, Swarm will force content to re-export rather than using the cached version.\n               If FALSE, Swarm will attempt to use the cached version.

[EngineTypes:SwarmDebugOptions]
bInitialized=Initialized

[UnrealEdTypes:PhysicalMaterialMaskSettings]
PhysMaterialMask=Phys Material Mask
PhysMaterialMask.tooltip=A 1 bit monochrome texture that represents a mask for what physical material should be used if the collided texel is black or white.

[UnrealEdTypes:PhysicalMaterialMaskSettings]
PhysMaterialMaskUVChannel=Phys Material Mask UVChannel
PhysMaterialMaskUVChannel.tooltip=The UV channel to use for the PhysMaterialMask.

[UnrealEdTypes:PhysicalMaterialMaskSettings]
BlackPhysicalMaterial=Black Physical Material
BlackPhysicalMaterial.tooltip=The physical material to use when a black pixel in the PhysMaterialMask texture is hit.

[UnrealEdTypes:PhysicalMaterialMaskSettings]
WhitePhysicalMaterial=White Physical Material
WhitePhysicalMaterial.tooltip=The physical material to use when a white pixel in the PhysMaterialMask texture is hit.

[UnrealEdTypes:LightmassParameterizedMaterialSettings]
CastShadowAsMasked=Cast Shadow As Masked
CastShadowAsMasked.tooltip=If TRUE, forces translucency to cast static shadows as if the material were masked.

[UnrealEdTypes:LightmassParameterizedMaterialSettings]
EmissiveBoost=Emissive Boost
EmissiveBoost.tooltip=Scales the emissive contribution of this material to static lighting.

[UnrealEdTypes:LightmassParameterizedMaterialSettings]
DiffuseBoost=Diffuse Boost
DiffuseBoost.tooltip=Scales the diffuse contribution of this material to static lighting.

[UnrealEdTypes:LightmassParameterizedMaterialSettings]
SpecularBoost=Specular Boost

[UnrealEdTypes:LightmassParameterizedMaterialSettings]
ExportResolutionScale=Export Resolution Scale
ExportResolutionScale.tooltip=Scales the resolution that this material's attributes were exported at. \n        This is useful for increasing material resolution when details are needed.

[UnrealEdTypes:LightmassParameterizedMaterialSettings]
DistanceFieldPenumbraScale=Distance Field Penumbra Scale
DistanceFieldPenumbraScale.tooltip=Scales the penumbra size of distance field shadows.  This is useful to get softer precomputed shadows on certain material types like foliage.

[UDKMapMusicInfo:MusicForAMap]
Tempo=Tempo
Tempo.tooltip=Default Tempo in Beats per Minute.

[UDKMapMusicInfo:MusicForAMap]
Action=Action
Action.tooltip=Default Tempo in Beats per Minute.

[UDKMapMusicInfo:MusicForAMap]
Ambient=Ambient
Ambient.tooltip=Default Tempo in Beats per Minute.

[UDKMapMusicInfo:MusicForAMap]
Intro=Intro
Intro.tooltip=Default Tempo in Beats per Minute.

[UDKMapMusicInfo:MusicForAMap]
Suspense=Suspense
Suspense.tooltip=Default Tempo in Beats per Minute.

[UDKMapMusicInfo:MusicForAMap]
Tension=Tension
Tension.tooltip=Default Tempo in Beats per Minute.

[UDKMapMusicInfo:MusicForAMap]
Victory=Victory
Victory.tooltip=Default Tempo in Beats per Minute.

[UDKMapMusicInfo:StingersForAMap]
Died=Died

[UDKMapMusicInfo:StingersForAMap]
DoubleKill=Double Kill

[UDKMapMusicInfo:StingersForAMap]
EnemyGrabFlag=Enemy Grab Flag

[UDKMapMusicInfo:StingersForAMap]
FirstKillingSpree=First Killing Spree

[UDKMapMusicInfo:StingersForAMap]
FlagReturned=Flag Returned

[UDKMapMusicInfo:StingersForAMap]
GrabFlag=Grab Flag

[UDKMapMusicInfo:StingersForAMap]
Kill=Kill

[UDKMapMusicInfo:StingersForAMap]
LongKillingSpree=Long Killing Spree

[UDKMapMusicInfo:StingersForAMap]
MajorKill=Major Kill

[UDKMapMusicInfo:StingersForAMap]
MonsterKill=Monster Kill

[UDKMapMusicInfo:StingersForAMap]
MultiKill=Multi Kill

[UDKMapMusicInfo:StingersForAMap]
ReturnFlag=Return Flag

[UDKMapMusicInfo:StingersForAMap]
ScoreLosing=Score Losing

[UDKMapMusicInfo:StingersForAMap]
ScoreTie=Score Tie

[UDKMapMusicInfo:StingersForAMap]
ScoreWinning=Score Winning

[UDKSkelControl_TurretConstrained:TurretConstraintData]
PitchConstraint=Pitch Constraint

[UDKSkelControl_TurretConstrained:TurretConstraintData]
YawConstraint=Yaw Constraint

[UDKSkelControl_TurretConstrained:TurretConstraintData]
RollConstraint=Roll Constraint

[UIRoot:TextureCoordinates]
U=U
U.tooltip=Coordinates for mapping an individual texture of a texture atlas

[UIRoot:TextureCoordinates]
V=V
V.tooltip=Coordinates for mapping an individual texture of a texture atlas

[UIRoot:TextureCoordinates]
UL=UL
UL.tooltip=Coordinates for mapping an individual texture of a texture atlas

[UIRoot:TextureCoordinates]
VL=VL
VL.tooltip=Coordinates for mapping an individual texture of a texture atlas

[UDKPlayerController:ObjectiveAnnouncementInfo]
AnnouncementSound=Announcement Sound
AnnouncementSound.tooltip=the default announcement sound to play (can be None)

[UDKPlayerController:ObjectiveAnnouncementInfo]
AnnouncementText=Announcement Text
AnnouncementText.tooltip=text displayed onscreen for this announcement

