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Engine.ParticleModuleBeamNoise

Extends
ParticleModuleBeamBase
Modifiers
native ( Particle ) editinlinenew dontcollapsecategories hidecategories ( Object )

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
boolbNoiseLock
LowFreq
boolbApplyNoiseScale
boolbLowFreq_Enabled
boolbNRScaleEmitterTime
boolbOscillate
boolbSmooth
boolbTargetNoise
boolbUseNoiseTangents
intFrequency
floatFrequencyDistance
intFrequency_LowRange
floatNoiseLockRadius
floatNoiseLockTime
rawdistributionvectorNoiseRange
rawdistributionfloatNoiseRangeScale
rawdistributionfloatNoiseScale
rawdistributionvectorNoiseSpeed
rawdistributionfloatNoiseTangentStrength
floatNoiseTension
intNoiseTessellation
Inherited Variables from Engine.ParticleModule
b3DDrawMode, bCurvesAsColor, bEditable, bEnabled, bSpawnModule, bSupported3DDrawMode, bUpdateModule, ModuleEditorColor

Enumerations Summary
Inherited Enumerations from Engine.ParticleModuleBeamBase
Beam2SourceTargetMethod, Beam2SourceTargetTangentMethod
Inherited Enumerations from Engine.ParticleModule
EModuleType, EParticleSourceSelectionMethod

Structures Summary
Inherited Structures from Engine.ParticleModule
ParticleCurvePair


Variables Detail

bNoiseLock Source code

var const bool bNoiseLock;
INTERNAL - Whether the noise points should be locked

LowFreq

bApplyNoiseScale Source code

var(LowFreq) bool bApplyNoiseScale;
If TRUE, apply the noise scale to the beam.

bLowFreq_Enabled Source code

var(LowFreq) bool bLowFreq_Enabled;
Is low frequency noise enabled

bNRScaleEmitterTime Source code

var(LowFreq) bool bNRScaleEmitterTime;
If TRUE, the NoiseRangeScale will be grabbed based on the emitter time. If FALSE, the NoiseRangeScale will be grabbed based on the particle time.

bOscillate Source code

var(LowFreq) bool bOscillate;
Whether the noise points should be oscillate

bSmooth Source code

var(LowFreq) bool bSmooth;
Whether the noise movement should be smooth or 'jerky'

bTargetNoise Source code

var(LowFreq) bool bTargetNoise;
Whether to apply noise to the target point (or end of line in distance mode...) If TRUE, the beam could potentially 'leave' the target...

bUseNoiseTangents Source code

var(LowFreq) bool bUseNoiseTangents;
The

Frequency Source code

var(LowFreq) int Frequency;
The frequency of noise points

FrequencyDistance Source code

var(LowFreq) float FrequencyDistance;
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.

Frequency_LowRange Source code

var(LowFreq) int Frequency_LowRange;
If not 0, then the frequency will select a random value in the range [Frequency_LowRange..Frequency]

NoiseLockRadius Source code

var(LowFreq) float NoiseLockRadius;
Default target-point information to use if the beam method is endpoint

NoiseLockTime Source code

var(LowFreq) float NoiseLockTime;
How long the noise points should be locked - 0.0 indicates forever

NoiseRange Source code

var(LowFreq) rawdistributionvector NoiseRange;
The noise point ranges

NoiseRangeScale Source code

var(LowFreq) rawdistributionfloat NoiseRangeScale;
A scale factor that will be applied to the noise range.

NoiseScale Source code

var(LowFreq) rawdistributionfloat NoiseScale;
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).

NoiseSpeed Source code

var(LowFreq) rawdistributionvector NoiseSpeed;
The speed with which to move each noise point

NoiseTangentStrength Source code

var(LowFreq) rawdistributionfloat NoiseTangentStrength;
The

NoiseTension Source code

var(LowFreq) float NoiseTension;
The tension to apply to the tessellated noise line.

NoiseTessellation Source code

var(LowFreq) int NoiseTessellation;
The


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:40.499 - Created with UnCodeX