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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.ParticleModule | +-- Engine.ParticleModuleCollisionBase | +-- Engine.ParticleModuleCollision
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.ParticleModuleCollisionBase |
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EParticleCollisionComplete |
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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If TRUE, then collisions that do not have a vertical hit normal will still react, but UsedMaxCollisions count will not be decremented. (ie., They don't 'count' as collisions) Useful for having particles come to rest on floors.
If TRUE, then collisions with Pawns will still react, but the UsedMaxCollisions count will not be decremented. (ie., They don't 'count' as collisions)
How long to delay before checking a particle for collisions. Value is retrieved using the EmitterTime. It is stored in the particle payload data. During update, the particle flag IgnoreCollisions will be set until the particle relative time has surpassed the DelayAmount.
The directional scalar value. This is a value that is used to scale the bounds to 'assist' in avoiding interpentration or large gaps.
The fudge factor to use to determine vertical. True vertical will have a Hit.Normal.Z == 1.0 This will allow for Z components in the range of [1.0-VerticalFudgeFactor..1.0] to count as vertical collisions.
If TRUE, when the WorldInfo.bDropDetail flag is set, the module will be ignored.
Defaultproperties |
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defaultproperties { DampingFactor=(Distribution=DistributionDampingFactor,Op=2,LookupTableNumElements=2,LookupTableChunkSize=6,LookupTable=(0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000)) DampingFactorRotation=(Distribution=DistributionDampingFactorRotation,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(1.000000,1.000000,1.000000,1.000000,1.000000,1.000000,1.000000,1.000000)) MaxCollisions=(Distribution=DistributionMaxCollisions,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(0.000000,0.000000,0.000000,0.000000,0.000000,0.000000)) bDropDetail=True ParticleMass=(Distribution=DistributionParticleMass,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.100000,0.100000,0.100000,0.100000)) DirScalar=3.500000 VerticalFudgeFactor=0.100000 DelayAmount=(Distribution=DistributionDelayAmount,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.000000,0.000000,0.000000,0.000000)) bSpawnModule=True bUpdateModule=True Name="Default__ParticleModuleCollision" ObjectArchetype=ParticleModuleCollisionBase'Engine.Default__ParticleModuleCollisionBase' } |
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