STRINGTABLE MoRigidBodyTag
{
	name "Rigid Body Tag";

	RIGID_BODY_DYNAMIC "Dynamic";
	RIGID_BODY_ENABLED "Enabled";
	RIGID_BODY_TRANSITION_TIME "Transition Time";

	RIGID_BODY_TRIGGER "Trigger";
	RIGID_BODY_TRIGGER_IMMEDIATELY "Immediately";
	RIGID_BODY_TRIGGER_AT_PEAK "At Velocity Peak";
	RIGID_BODY_TRIGGER_ON_COLLISION "On Collision";

	RIGID_BODY_DYNAMIC_TRANSITION "Dynamic Transition";

	RIGID_BODY_HIERARCHY "Inherit Tag";

	RIGID_BODY_SPLIT_CACHE "Individual Elements";
	RIGID_BODY_SPLIT_CACHE_OFF "Off";
	RIGID_BODY_SPLIT_CACHE_TOP_LEVEL "Top Level";
	RIGID_BODY_SPLIT_CACHE_SECOND_LEVEL "Second Level";
	RIGID_BODY_SPLIT_CACHE_ON "All";

	RIGID_BODY_MASS_SWITCH "Use Mass" "Use";
	RIGID_BODY_MASS_SWITCH_DEFAULT "World Density";
	RIGID_BODY_MASS_SWITCH_DENSITY "Custom Density";
	RIGID_BODY_MASS_SWITCH_MASS "Custom Mass";
	
	RIGID_BODY_DENSITY "Density";
	RIGID_BODY_MASS "Mass";
	RIGID_BODY_INERTIA_FACTOR "Rotational Mass";
	RIGID_BODY_USE_CENTER_OF_MASS "Use Center Of Mass" "Use";
	RIGID_BODY_CENTER_OF_MASS "Center Of Mass" "Center";

	RIGID_BODY_SPECIFIC_MARGIN "Use Collision Margin" "Use";
	RIGID_BODY_MARGIN "Margin";
	RIGID_BODY_SHAPE "Shape";
	RIGID_BODY_SHAPE_DEFAULT "Automatic";
	RIGID_BODY_SHAPE_BOX "Box";
	RIGID_BODY_SHAPE_ELLIPSOID "Ellipsoid";
	RIGID_BODY_SHAPE_NO_SHAPE "Off";
	RIGID_BODY_SHAPE_STATIC_MESH "Static Mesh";
	RIGID_BODY_SHAPE_CONVEX_HULL "Convex Hull";

	RIGID_BODY_RESTITUTION "Bounce";
	RIGID_BODY_FRICTION "Friction";
	RIGID_BODY_COLLISION_NOISE "Collision Noise";

	RIGID_BODY_INITIAL_LINEAR_VELOCITY "Initial Linear Velocity";
	RIGID_BODY_INITIAL_ANGULAR_VELOCITY "Initial Angular Velocity";
	RIGID_BODY_LOCAL_INITIAL_VELOCITY "Object Coordinates";

	RIGID_BODY_SLEEPING_LINEAR_VELOCITY "Linear Velocity Threshold";
	RIGID_BODY_SLEEPING_ANGULAR_VELOCITY "Angular Velocity Threshold";
	RIGID_BODY_LINEAR_DAMPING "Linear Damping";
	RIGID_BODY_ANGULAR_DAMPING "Angular Damping";
	RIGID_BODY_USE_INITIAL_VELOCITY "Custom Initial Velocity";

	RIGID_BODY_FOLLOW_ANIMATION "Follow Animation";
	RIGID_BODY_FOLLOW_ANIMATION_OFF "Off";
	RIGID_BODY_FOLLOW_ANIMATION_LINEAR "Position Only";
	RIGID_BODY_FOLLOW_ANIMATION_BOTH "Position And Rotation";
	RIGID_BODY_FOLLOW_STRENGTH "Strength";

	RIGID_BODY_FORCE_MODE "Force Mode";
	RIGID_BODY_FORCE_MODE_INCLUDE "Include";
	RIGID_BODY_FORCE_MODE_EXCLUDE "Exclude";
	RIGID_BODY_FORCE_INCLUDE_LIST "Force List";

	RIGID_BODY_GROUP_DYNAMICS "Dynamics";
	RIGID_BODY_GROUP_COLLISION "Collision";
	RIGID_BODY_GROUP_MASS "Mass";
	RIGID_BODY_GROUP_FORCE "Force";
	RIGID_BODY_GROUP_DEACTIVATION "Deactivation";
}
