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Engine.FoliageComponent

Extends
PrimitiveComponent
Modifiers
native ( Foliage )

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

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

Variables Summary
floatDirectionalStaticLightingScale[3]
array<GatheredFoliageInstance>Instances
StaticMeshInstanceStaticMesh
MaterialInterfaceMaterial
floatMaxDrawRadius
vectorMaxScale
vectorMinScale
floatMinTransitionRadius
floatSimpleStaticLightingScale[3]
array<guid>StaticallyIrrelevantLights
array<guid>StaticallyRelevantLights
floatSwayScale
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
Inherited Enumerations from Engine.PrimitiveComponent
ERadialImpulseFalloff, ERBCollisionChannel

Structures Summary
FoliageInstanceBase
Location, XAxis, YAxis, ZAxis
GatheredFoliageInstance
StaticLighting[4]
Inherited Structures from Engine.PrimitiveComponent
MaterialViewRelevance, RBCollisionChannelContainer

Functions Summary
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

DirectionalStaticLightingScale[3] Source code

var const float DirectionalStaticLightingScale[3];
The scale factors applied to the directional static lighting.

Instances Source code

var const array<GatheredFoliageInstance> Instances;
The component's foliage instances.

InstanceStaticMesh Source code

var const StaticMesh InstanceStaticMesh;
The mesh which is drawn for each foliage instance.

Material Source code

var const MaterialInterface Material;
The material applied to the foliage instance mesh.

MaxDrawRadius Source code

var float MaxDrawRadius;
The maximum distance to draw foliage instances at.

MaxScale Source code

var vector MaxScale;
The minimum scale to draw foliage instances at.

MinScale Source code

var vector MinScale;
The minimum scale to draw foliage instances at.

MinTransitionRadius Source code

var float MinTransitionRadius;
The minimum distance to start scaling foliage instances away at.

SimpleStaticLightingScale[3] Source code

var const float SimpleStaticLightingScale[3];
The scale factors applied to the simple static lighting.

StaticallyIrrelevantLights Source code

var const array<guid> StaticallyIrrelevantLights;
The statically irrelevant lights for all the component's foliage instances.

StaticallyRelevantLights Source code

var const array<guid> StaticallyRelevantLights;
The lights included in the foliage's static lighting.

SwayScale Source code

var float SwayScale;
A scale for the effect of wind on the foliage mesh.


Structures Detail

FoliageInstanceBase Source code

struct FoliageInstanceBase
{
var Vector Location;
var Vector XAxis;
var Vector YAxis;
var Vector ZAxis;
};
Information about an instance of the component's foliage mesh that is common to all foliage instance types.
Location:
The instance's world-space location.
XAxis:
The instance's X Axis.
YAxis:
The instance's Y Axis.
ZAxis:
The instance's Z Axis.

GatheredFoliageInstance Source code

struct GatheredFoliageInstance extends FoliageInstanceBase
{
var Color StaticLighting[4];
};
The information for each instance that is gathered during lighting and saved.
StaticLighting[4]:
The static lighting received by the instance. The number of coefficients corresponds to NUM_GATHERED_LIGHTMAP_COEF in native.


Defaultproperties

defaultproperties
{
   bForceDirectLightMap=True
   bAcceptsLights=True
   bUsePrecomputedShadows=True
   Name="Default__FoliageComponent"
   ObjectArchetype=PrimitiveComponent'Engine.Default__PrimitiveComponent'
}

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Creation time: sk 18-3-2018 10:00:36.871 - Created with UnCodeX