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Engine.ParticleModuleCollision

Extends
ParticleModuleCollisionBase
Modifiers
native ( Particle ) editinlinenew collapsecategories hidecategories ( Object )

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

Core.Object
|   
+-- Engine.ParticleModule
   |   
   +-- Engine.ParticleModuleCollisionBase
      |   
      +-- Engine.ParticleModuleCollision

Variables Summary
Collision
boolbApplyPhysics
boolbOnlyVerticalNormalsDecrementCount
boolbPawnsDoNotDecrementCount
EParticleCollisionCompleteCollisionCompletionOption
rawdistributionvectorDampingFactor
rawdistributionvectorDampingFactorRotation
rawdistributionfloatDelayAmount
floatDirScalar
rawdistributionfloatMaxCollisions
rawdistributionfloatParticleMass
floatVerticalFudgeFactor
Performance
boolbDropDetail
Inherited Variables from Engine.ParticleModule
b3DDrawMode, bCurvesAsColor, bEditable, bEnabled, bSpawnModule, bSupported3DDrawMode, bUpdateModule, ModuleEditorColor

Enumerations Summary
Inherited Enumerations from Engine.ParticleModuleCollisionBase
EParticleCollisionComplete
Inherited Enumerations from Engine.ParticleModule
EModuleType, EParticleSourceSelectionMethod

Structures Summary
Inherited Structures from Engine.ParticleModule
ParticleCurvePair


Variables Detail

Collision

bApplyPhysics Source code

var(Collision) bool bApplyPhysics;

bOnlyVerticalNormalsDecrementCount Source code

var(Collision) bool bOnlyVerticalNormalsDecrementCount;
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.

bPawnsDoNotDecrementCount Source code

var(Collision) bool bPawnsDoNotDecrementCount;
If TRUE, then collisions with Pawns will still react, but the UsedMaxCollisions count will not be decremented. (ie., They don't 'count' as collisions)

CollisionCompletionOption Source code

var(Collision) EParticleCollisionComplete CollisionCompletionOption;

DampingFactor Source code

var(Collision) rawdistributionvector DampingFactor;

DampingFactorRotation Source code

var(Collision) rawdistributionvector DampingFactorRotation;

DelayAmount Source code

var(Collision) rawdistributionfloat DelayAmount;
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.

DirScalar Source code

var(Collision) float DirScalar;
The directional scalar value. This is a value that is used to scale the bounds to 'assist' in avoiding interpentration or large gaps.

MaxCollisions Source code

var(Collision) rawdistributionfloat MaxCollisions;

ParticleMass Source code

var(Collision) rawdistributionfloat ParticleMass;

VerticalFudgeFactor Source code

var(Collision) float VerticalFudgeFactor;
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.

Performance

bDropDetail Source code

var(Performance) bool bDropDetail;
If TRUE, when the WorldInfo.bDropDetail flag is set, the module will be ignored.


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:40.527 - Created with UnCodeX