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Engine.DecalComponent

Extends
PrimitiveComponent
Modifiers
native ( Decal ) editinlinenew hidecategories ( Collision , Object , Physics , PrimitiveComponent )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.PrimitiveComponent
         |   
         +-- Engine.DecalComponent

Variables Summary
boolbFlipBackfaceDirection
boolbStaticDecal
array<DecalReceiver>DecalReceivers
floatFieldOfView
vectorHitBinormal
nameHitBone
PrimitiveComponentHitComponent
intHitLevelIndex
vectorHitLocation
intHitNodeIndex
array<int>HitNodeIndices
vectorHitNormal
vectorHitTangent
vectorLocation
rotatorOrientation
array<Plane>Planes
pointerReleaseResourcesFence
array<pointer>StaticReceivers
Decal
boolbNoClip
MaterialInterfaceDecalMaterial
floatDecalRotation
floatFarPlane
floatHeight
floatNearPlane
floatOffsetX
floatOffsetY
floatThickness
floatTileX
floatTileY
floatWidth
DecalFilter
boolbProjectOnBackfaces
boolbProjectOnBSP
boolbProjectOnHidden
boolbProjectOnSkeletalMeshes
boolbProjectOnStaticMeshes
boolbProjectOnTerrain
array<Actor>Filter
EFilterModeFilterMode
array<PrimitiveComponent>ReceiverImages
DecalRender
floatBackfaceAngle
floatDepthBias
floatSlopeScaleDepthBias
intSortOrder
Inherited Variables from Engine.PrimitiveComponent
AbsoluteRotation, AbsoluteScale, AbsoluteTranslation, AlwaysLoadOnClient, AlwaysLoadOnServer, bAcceptsDecals, bAcceptsDecalsDuringGameplay, bAcceptsDynamicLights, bAcceptsFoliage, bAcceptsLights, bAllowApproximateOcclusion, bAllowCullDistanceVolume, bCastDynamicShadow, bCastHiddenShadow, bDisableAllRigidBody, bFluidDrain, bFluidTwoWay, bForceDirectLightMap, bForceMipStreaming, bIgnoreForceField, bIgnoreHiddenActorsMembership, bIgnoreOwnerHidden, bIgnoreRadialForce, bIgnoreRadialImpulse, bIsRefreshingDecals, BlockActors, BlockNonZeroExtent, BlockRigidBody, BlockZeroExtent, bNotifyRigidBodyCollision, BodyInstance, bOnlyOwnerSee, Bounds, bOwnerNoSee, bUseAsOccluder, bUseCompartment, bUsePrecomputedShadows, bUseViewOwnerDepthPriorityGroup, bWasSNFiltered, CachedCullDistance, CachedParentToWorld, CastShadow, CollideActors, CullDistance, DecalList, DepthPriorityGroup, DetachFence, DetailMode, FogVolumeComponent, HiddenEditor, HiddenGame, LastRenderTime, LastSubmitTime, LightEnvironment, LightingChannels, LocalToWorld, LocalToWorldDeterminant, MotionBlurInfoIndex, MotionBlurScale, OctreeNodes, PhysMaterialOverride, RBChannel, RBCollideWithChannels, RBDominanceGroup, RigidBodyIgnorePawns, Rotation, Scale, Scale3D, SceneInfo, ScriptRigidBodyCollisionThreshold, ShadowParent, Tag, Translation, TranslucencySortPriority, ViewOwnerDepthPriorityGroup
Inherited Variables from Engine.ActorComponent
bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup

Enumerations Summary
EFilterMode
FM_None, FM_Ignore, FM_Affect
Inherited Enumerations from Engine.PrimitiveComponent
ERadialImpulseFalloff, ERBCollisionChannel

Structures Summary
DecalReceiver
Component, RenderData
Inherited Structures from Engine.PrimitiveComponent
MaterialViewRelevance, RBCollisionChannelContainer

Functions Summary
function ResetToDefaults ()
Inherited Functions from Engine.PrimitiveComponent
AddForce, AddImpulse, AddRadialForce, AddRadialImpulse, GetPosition, GetRootBodyInstance, PutRigidBodyToSleep, RigidBodyIsAwake, SetAbsolute, SetActorCollision, SetBlockRigidBody, SetCullDistance, SetDepthPriorityGroup, SetHidden, SetIgnoreOwnerHidden, SetLightEnvironment, SetLightingChannels, SetNotifyRigidBodyCollision, SetOnlyOwnerSee, SetOwnerNoSee, SetPhysMaterialOverride, SetRBAngularVelocity, SetRBChannel, SetRBCollidesWithChannel, SetRBDominanceGroup, SetRBLinearVelocity, SetRBPosition, SetRBRotation, SetRotation, SetScale, SetScale3D, SetShadowParent, SetTraceBlocking, SetTranslation, SetViewOwnerDepthPriorityGroup, WakeRigidBody
Inherited Functions from Engine.ActorComponent
ForceUpdate, SetComponentRBFixed, SetTickGroup


Variables Detail

bFlipBackfaceDirection Source code

var bool bFlipBackfaceDirection;
If TRUE, invert the direction considered to be backfacing receiver triangles. Set e.g. when decal actors are mirrored.

bStaticDecal Source code

var const bool bStaticDecal;
TRUE for decals created in the editor, FALSE for decals created at runtime.

DecalReceivers Source code

var private noimport duplicatetransient const array<DecalReceiver> DecalReceivers;
List of receivers to which this decal is attached.

FieldOfView Source code

var float FieldOfView;
Horizontal field of view.

HitBinormal Source code

var vector HitBinormal;
Decal's impact binormal, as computed by eg weapon trace.

HitBone Source code

var transient name HitBone;
The name of hit bone.

HitComponent Source code

var transient PrimitiveComponent HitComponent;
If non-NULL, consider HitComponent only when computing receivers.

HitLevelIndex Source code

var transient int HitLevelIndex;
If not -1, specifies the level into the world's level array of the BSP node that was hit.

HitLocation Source code

var vector HitLocation;
Decal's impact location, as computed by eg weapon trace.

HitNodeIndex Source code

var transient int HitNodeIndex;
If not -1, specifies the index of the BSP node that was hit.

HitNodeIndices Source code

var private const transient array<int> HitNodeIndices;
Used to pass information of which BSP nodes where hit

HitNormal Source code

var vector HitNormal;
Decal's impact normal, as computed by eg weapon trace.

HitTangent Source code

var vector HitTangent;
Decal's impact tangent, as computed by eg weapon trace.

Location Source code

var vector Location;
Decal's frustum location, set in code or copied from DecalActor in UnrealEd.

Orientation Source code

var rotator Orientation;
Decal's frustum orientation, set in code or copied from DecalActor in UnrealEd.

Planes Source code

var private transient array<Plane> Planes;
Ortho planes.

ReleaseResourcesFence Source code

var native const transient duplicatetransient pointer ReleaseResourcesFence;
Command fence used to shut down properly.

StaticReceivers Source code

var native private noimport transient duplicatetransient const array<pointer> StaticReceivers;
List of receivers for static decals. Empty if the decal has bStaticDecal=FALSE.

Decal

bNoClip Source code

var(Decal) bool bNoClip;
If FALSE (the default), use precise clipping to compute the decal geometry. If TRUE, decal geometry generation is faster, but the decal material will have to use clamped texture coordinates.

DecalMaterial Source code

var(Decal) MaterialInterface DecalMaterial;
Decal material.

DecalRotation Source code

var(Decal) float DecalRotation;
Decal in-plane rotation, in degrees.

FarPlane Source code

var(Decal) float FarPlane;
Far plane clip distance.

Height Source code

var(Decal) float Height;
Decal world space height.

NearPlane Source code

var(Decal) float NearPlane;
Near plane clip distance.

OffsetX Source code

var(Decal) float OffsetX;
Decal offset along the tangent.

OffsetY Source code

var(Decal) float OffsetY;
Decal offset along the binormal.

Thickness Source code

var(Decal) float Thickness;
Decal world space depth.

TileX Source code

var(Decal) float TileX;
Decal tiling along the tangent.

TileY Source code

var(Decal) float TileY;
Decal tiling along the binormal.

Width Source code

var(Decal) float Width;
Decal world space width.

DecalFilter

bProjectOnBackfaces Source code

var(DecalFilter) bool bProjectOnBackfaces;
If FALSE (the default), don't project decal onto back-facing polygons.

bProjectOnBSP Source code

var(DecalFilter) bool bProjectOnBSP;
If FALSE, don't project decal onto BSP.

bProjectOnHidden Source code

var(DecalFilter) bool bProjectOnHidden;
If FALSE (the default), don't project decal onto hidden receivers.

bProjectOnSkeletalMeshes Source code

var(DecalFilter) bool bProjectOnSkeletalMeshes;
If FALSE, don't project decal onto skeletal meshes.

bProjectOnStaticMeshes Source code

var(DecalFilter) bool bProjectOnStaticMeshes;
If FALSE, don't project decal onto static meshes.

bProjectOnTerrain Source code

var(DecalFilter) bool bProjectOnTerrain;
If FALSE, don't project decal onto terrain.

Filter Source code

var(DecalFilter) array<Actor> Filter;
Component filter.

FilterMode Source code

var(DecalFilter) EFilterMode FilterMode;
Currect filter application mode.

ReceiverImages Source code

var(DecalFilter) array<PrimitiveComponent> ReceiverImages;
@hack: Gears hack to avoid an octree look-up for level-placed decals. To be replaced with receiver serialization after ship.

DecalRender

BackfaceAngle Source code

var(DecalRender) float BackfaceAngle;
Dot product of the minimum angle that surfaces can make with the decal normal to be considered backfacing.

DepthBias Source code

var(DecalRender) float DepthBias;

SlopeScaleDepthBias Source code

var(DecalRender) float SlopeScaleDepthBias;

SortOrder Source code

var(DecalRender) int SortOrder;
Controls the order in which decal elements are rendered. Higher values draw later (on top).


Enumerations Detail

EFilterMode Source code

enum EFilterMode
{
FM_None, FM_Ignore, FM_Affect
};
Specifies how the decal application filter should be interpreted.


Structures Detail

DecalReceiver Source code

struct DecalReceiver
{
var const PrimitiveComponent Component;
var native const pointer RenderData;
};
A decal receiver and its associated render data.


Functions Detail

ResetToDefaults Source code

native final function ResetToDefaults ( )
detaches the component and resets the component's properties to the values of its template


Defaultproperties

defaultproperties
{
   Width=200.000000
   Height=200.000000
   TileX=1.000000
   TileY=1.000000
   Thickness=10.000000
   FieldOfView=80.000000
   FarPlane=300.000000
   bProjectOnBSP=True
   bProjectOnStaticMeshes=True
   bProjectOnSkeletalMeshes=True
   bProjectOnTerrain=True
   DepthBias=-0.000020
   BackfaceAngle=0.001000
   bCastDynamicShadow=False
   bAcceptsDynamicLights=False
   Name="Default__DecalComponent"
   ObjectArchetype=PrimitiveComponent'Engine.Default__PrimitiveComponent'
}

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Creation time: sk 18-3-2018 10:00:36.032 - Created with UnCodeX