AutoRespawnTime, bBlobShadow, bBlockedPath, bCollisionDamage, bCriticalObject, bDead, bDestroyable, bEnableSpinProtection, bInactive, bInactivityReset, bKActorShadows, BlockedPath, bOrientDestructionEffect, bPendingPunt, bPendingRespawn, bPuntable, bRespawnEffect, bRespawnEffectPlayed, bShoveable, bWaitTillMove, clientPlay, damageAbsorbtionAmount, DamageConstraintClass, DamageSpeed, DestroyedBuoyancy, DestroyedDamping, DestroyedEffect, DestroyedFriction, DestroyedMass, DestroyedRestitution, DestroyedStaticMesh, DestructionSound, DestructionVolume, DieVect, EffectOffset, explodeDamage, explodeForce, explodeRadius, Health, HitDamageScale, HitDamageType, hitDirection, hitSoundRepeatModifier, HitSounds, inactiveClock, inactivityTimeout, initialBuoy, initialDampAng, initialDampLin, initialFric, initialHealth, initialKState, initialMass, initialMesh, initialRest, KRepState, KState, lasthitlocation, lastinstigatedby, lastShoveTimer, LastStander, LastStateCount, limitDamagingClass, moveDistance, notifyPlayHit, PlayerShadow, PreRespawnEffectTime, Punter, PuntTimeout, RelativeImpactVolume, replaySoundClock, requiredPuntStrength, respawnClock, RespawnEffect, RespawnSound, RespawnVolume, Shadow, ShoveModifier, startLocation, startRotation, StateCount |