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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.ParticleModule | +-- Engine.ParticleModuleTypeDataBase | +-- Engine.ParticleModuleTypeDataBeam2
Variables Summary | |
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Beam | |
bool | bAlwaysOn |
EBeam2Method | BeamMethod |
int | InterpolationPoints |
int | MaxBeamCount |
int | Sheets |
float | Speed |
int | TextureTile |
float | TextureTileDistance |
Branching | |
name | BranchParentName |
Distance | |
rawdistributionfloat | Distance |
Rendering | |
bool | RenderDirectLine |
bool | RenderGeometry |
bool | RenderLines |
bool | RenderTessellation |
Taper | |
rawdistributionfloat | TaperFactor |
EBeamTaperMethod | TaperMethod |
rawdistributionfloat | TaperScale |
Inherited Variables from Engine.ParticleModule |
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b3DDrawMode, bCurvesAsColor, bEditable, bEnabled, bSpawnModule, bSupported3DDrawMode, bUpdateModule, ModuleEditorColor |
Enumerations Summary | ||
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EBeam2Method PEB2M_Distance, PEB2M_Target, PEB2M_Branch | ||
EBeamTaperMethod PEBTM_None, PEBTM_Full, PEBTM_Partial |
Inherited Enumerations from Engine.ParticleModuleTypeDataBase |
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FluidEmitterShape, FluidEmitterType, FluidPacketSizeMultiplier, FluidSimulationMethod |
Inherited Enumerations from Engine.ParticleModule |
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EModuleType, EParticleSourceSelectionMethod |
Structures Summary | ||
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BeamTargetData TargetName, TargetPercentage |
Inherited Structures from Engine.ParticleModuleTypeDataBase |
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PhysXFluidTypeData |
Inherited Structures from Engine.ParticleModule |
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ParticleCurvePair |
Variables Detail |
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If true, there will ALWAYS be a beam...
The method with which to form the beam(s)
Indicates whether the beam should be interpolated. <= 0 --> no > 0 --> yes (and is equal to the number of interpolation steps that should be taken.
The number of live beams
The number of sheets to render
The speed at which the beam should move from source to target when firing up. '0' indicates instantaneous
The number of times to tile the texture along each beam
The distance per texture tile
The name of the emitter to branch from (if mode is PEB2M_Branch) MUST BE IN THE SAME PARTICLE SYSTEM!
Distance is only used if BeamMethod is Distance
Tapering factor, 0 = source of beam, 1 = target
Tapering mode
Tapering scaling This is intended to be either a constant, uniform or a ParticleParam. If a curve is used, 0/1 mapping of source/target... which could be integrated into the taper factor itself, and therefore makes no sense.
Enumerations Detail |
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Structures Detail |
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var(ParticleModuleTypeDataBeam2) name TargetName;};
var(ParticleModuleTypeDataBeam2) float TargetPercentage;
TargetName:Name of the target.TargetPercentage:Percentage chance the target will be selected (100 = always).
Defaultproperties |
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defaultproperties { BeamMethod=PEB2M_Target TextureTile=1 Sheets=1 Speed=10.000000 RenderGeometry=True Distance=(Distribution=DistributionDistance,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(25.000000,25.000000,25.000000,25.000000)) TaperFactor=(Distribution=DistributionTaperFactor,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000)) TaperScale=(Distribution=DistributionTaperScale,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000)) Name="Default__ParticleModuleTypeDataBeam2" ObjectArchetype=ParticleModuleTypeDataBase'Engine.Default__ParticleModuleTypeDataBase' } |
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