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ParticleModuleBeamNoise This module implements noise for a beam emitter. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.ParticleModule | +-- Engine.ParticleModuleBeamBase | +-- Engine.ParticleModuleBeamNoise
Variables Summary | |
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bool | bNoiseLock |
LowFreq | |
bool | bApplyNoiseScale |
bool | bLowFreq_Enabled |
bool | bNRScaleEmitterTime |
bool | bOscillate |
bool | bSmooth |
bool | bTargetNoise |
bool | bUseNoiseTangents |
int | Frequency |
float | FrequencyDistance |
int | Frequency_LowRange |
float | NoiseLockRadius |
float | NoiseLockTime |
rawdistributionvector | NoiseRange |
rawdistributionfloat | NoiseRangeScale |
rawdistributionfloat | NoiseScale |
rawdistributionvector | NoiseSpeed |
rawdistributionfloat | NoiseTangentStrength |
float | NoiseTension |
int | NoiseTessellation |
Inherited Variables from Engine.ParticleModule |
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b3DDrawMode, bCurvesAsColor, bEditable, bEnabled, bSpawnModule, bSupported3DDrawMode, bUpdateModule, ModuleEditorColor |
Enumerations Summary |
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Inherited Enumerations from Engine.ParticleModuleBeamBase |
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Beam2SourceTargetMethod, Beam2SourceTargetTangentMethod |
Inherited Enumerations from Engine.ParticleModule |
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EModuleType, EParticleSourceSelectionMethod |
Structures Summary |
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Inherited Structures from Engine.ParticleModule |
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ParticleCurvePair |
Variables Detail |
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INTERNAL - Whether the noise points should be locked
If TRUE, apply the noise scale to the beam.
Is low frequency noise enabled
If TRUE, the NoiseRangeScale will be grabbed based on the emitter time. If FALSE, the NoiseRangeScale will be grabbed based on the particle time.
Whether the noise points should be oscillate
Whether the noise movement should be smooth or 'jerky'
Whether to apply noise to the target point (or end of line in distance mode...) If TRUE, the beam could potentially 'leave' the target...
The
The frequency of noise points
The distance at which to deposit noise points. If 0.0, then use the static frequency value. If not, distribute noise points at the given distance, up to the static Frequency value. At that point, evenly distribute them along the beam.
If not 0, then the frequency will select a random value in the range [Frequency_LowRange..Frequency]
Default target-point information to use if the beam method is endpoint
How long the noise points should be locked - 0.0 indicates forever
The noise point ranges
A scale factor that will be applied to the noise range.
The scale factor to apply to noise range. The lookup value is determined by dividing the number of noise points present by the maximum number of noise points (Frequency).
The speed with which to move each noise point
The
The tension to apply to the tessellated noise line.
The
Defaultproperties |
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defaultproperties { NoiseRange=(Distribution=DistributionNoiseRange,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000)) NoiseRangeScale=(Distribution=DistributionNoiseRangeScale,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000)) NoiseSpeed=(Distribution=DistributionNoiseSpeed,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000)) NoiseLockRadius=1.000000 NoiseTension=0.500000 NoiseTangentStrength=(Distribution=DistributionNoiseTangentStrength,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(250.000000,250.000000,250.000000,250.000000)) NoiseTessellation=1 NoiseScale=(Distribution=DistributionNoiseScale,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.000000,0.000000,0.000000,0.000000)) Name="Default__ParticleModuleBeamNoise" ObjectArchetype=ParticleModuleBeamBase'Engine.Default__ParticleModuleBeamBase' } |
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