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Engine.SpeedTreeComponent

Extends
PrimitiveComponent
Modifiers
native ( SpeedTree ) AutoExpandCategories ( Collision , Rendering , Lighting ) hidecategories ( Object ) editinlinenew

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.PrimitiveComponent
         |   
         +-- Engine.SpeedTreeComponent

Variables Summary
LightMapRefBillboardLightMap
LightMapRefBranchAndFrondLightMap
LightMapRefLeafCardLightMap
LightMapRefLeafMeshLightMap
MatrixRotationOnlyMatrix
Texture2DSpeedTreeIcon
array<SpeedTreeStaticLight>StaticLights
floatWindMatrixOffset
SpeedTree
MaterialInterfaceBillboardMaterial
MaterialInterfaceBranchMaterial
boolbUseBillboards
boolbUseBranches
boolbUseFronds
boolbUseLeaves
MaterialInterfaceFrondMaterial
MaterialInterfaceLeafMaterial
floatLodFarDistance
floatLodLevelOverride
floatLodNearDistance
SpeedTreeSpeedTree
Inherited Variables from Engine.PrimitiveComponent
AbsoluteRotation, AbsoluteScale, AbsoluteTranslation, AlwaysLoadOnClient, AlwaysLoadOnServer, bAcceptsDecals, bAcceptsDecalsDuringGameplay, bAcceptsDynamicLights, bAcceptsFoliage, bAcceptsLights, bAllowApproximateOcclusion, bAllowCullDistanceVolume, bCastDynamicShadow, bCastHiddenShadow, bDisableAllRigidBody, bFluidDrain, bFluidTwoWay, bForceDirectLightMap, bForceMipStreaming, bIgnoreForceField, bIgnoreHiddenActorsMembership, bIgnoreOwnerHidden, bIgnoreRadialForce, bIgnoreRadialImpulse, bIsRefreshingDecals, BlockActors, BlockNonZeroExtent, BlockRigidBody, BlockZeroExtent, bNotifyRigidBodyCollision, BodyInstance, bOnlyOwnerSee, Bounds, bOwnerNoSee, bUseAsOccluder, bUseCompartment, bUsePrecomputedShadows, bUseViewOwnerDepthPriorityGroup, bWasSNFiltered, CachedCullDistance, CachedParentToWorld, CastShadow, CollideActors, CullDistance, DecalList, DepthPriorityGroup, DetachFence, DetailMode, FogVolumeComponent, HiddenEditor, HiddenGame, LastRenderTime, LastSubmitTime, LightEnvironment, LightingChannels, LocalToWorld, LocalToWorldDeterminant, MotionBlurInfoIndex, MotionBlurScale, OctreeNodes, PhysMaterialOverride, RBChannel, RBCollideWithChannels, RBDominanceGroup, RigidBodyIgnorePawns, Rotation, Scale, Scale3D, SceneInfo, ScriptRigidBodyCollisionThreshold, ShadowParent, Tag, Translation, TranslucencySortPriority, ViewOwnerDepthPriorityGroup
Inherited Variables from Engine.ActorComponent
bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup

Enumerations Summary
Inherited Enumerations from Engine.PrimitiveComponent
ERadialImpulseFalloff, ERBCollisionChannel

Structures Summary
LightMapRef
Reference
SpeedTreeStaticLight
Guid, BranchAndFrondShadowMap, LeafMeshShadowMap, LeafCardShadowMap, BillboardShadowMap
Inherited Structures from Engine.PrimitiveComponent
MaterialViewRelevance, RBCollisionChannelContainer

Functions Summary
Inherited Functions from Engine.PrimitiveComponent
AddForce, AddImpulse, AddRadialForce, AddRadialImpulse, GetPosition, GetRootBodyInstance, PutRigidBodyToSleep, RigidBodyIsAwake, SetAbsolute, SetActorCollision, SetBlockRigidBody, SetCullDistance, SetDepthPriorityGroup, SetHidden, SetIgnoreOwnerHidden, SetLightEnvironment, SetLightingChannels, SetNotifyRigidBodyCollision, SetOnlyOwnerSee, SetOwnerNoSee, SetPhysMaterialOverride, SetRBAngularVelocity, SetRBChannel, SetRBCollidesWithChannel, SetRBDominanceGroup, SetRBLinearVelocity, SetRBPosition, SetRBRotation, SetRotation, SetScale, SetScale3D, SetShadowParent, SetTraceBlocking, SetTranslation, SetViewOwnerDepthPriorityGroup, WakeRigidBody
Inherited Functions from Engine.ActorComponent
ForceUpdate, SetComponentRBFixed, SetTickGroup


Variables Detail

BillboardLightMap Source code

var native private const LightMapRef BillboardLightMap;
The component's billboard light-map.

BranchAndFrondLightMap Source code

var native private const LightMapRef BranchAndFrondLightMap;
The component's branch and frond light-map.

LeafCardLightMap Source code

var native private const LightMapRef LeafCardLightMap;
The component's leaf card light-map.

LeafMeshLightMap Source code

var native private const LightMapRef LeafMeshLightMap;
The component's leaf mesh light-map.

RotationOnlyMatrix Source code

var native private const Matrix RotationOnlyMatrix;
The component's rotation matrix (for arbitrary rotations with wind)

SpeedTreeIcon Source code

var editoronly private Texture2D SpeedTreeIcon;
Icon texture.

StaticLights Source code

var private const array<SpeedTreeStaticLight> StaticLights;
Static lights array.

WindMatrixOffset Source code

var native private const float WindMatrixOffset;
The component's random wind matrix offset

SpeedTree

BillboardMaterial Source code

var(SpeedTree) MaterialInterface BillboardMaterial;
Billboard material.

BranchMaterial Source code

var(SpeedTree) MaterialInterface BranchMaterial;
Branch material.

bUseBillboards Source code

var(SpeedTree) bool bUseBillboards;
Whether billboards are drawn at the lowest LOD or not.

bUseBranches Source code

var(SpeedTree) bool bUseBranches;
Whether to draw branches or not.

bUseFronds Source code

var(SpeedTree) bool bUseFronds;
Whether to draw fronds or not.

bUseLeaves Source code

var(SpeedTree) bool bUseLeaves;
Whether to draw leaves or not.

FrondMaterial Source code

var(SpeedTree) MaterialInterface FrondMaterial;
Frond material.

LeafMaterial Source code

var(SpeedTree) MaterialInterface LeafMaterial;
Leaf material.

LodFarDistance Source code

var(SpeedTree) float LodFarDistance;
The distance for the lowest detail tree.

LodLevelOverride Source code

var(SpeedTree) float LodLevelOverride;
the tree will use this LOD level (0.0 - 1.0). If -1.0, the tree will calculate its LOD normally.

LodNearDistance Source code

var(SpeedTree) float LodNearDistance;
The distance for the most detailed tree.

SpeedTree Source code

var(SpeedTree) const SpeedTree SpeedTree;
USpeedTree resource.


Structures Detail

LightMapRef Source code

struct LightMapRef
{
var native private const pointer Reference;
};


SpeedTreeStaticLight Source code

struct SpeedTreeStaticLight
{
var private const ShadowMap1D BillboardShadowMap;
var private const ShadowMap1D BranchAndFrondShadowMap;
var private const Guid Guid;
var private const ShadowMap1D LeafCardShadowMap;
var private const ShadowMap1D LeafMeshShadowMap;
};
The static lighting for a single light's affect on the component.


Defaultproperties

defaultproperties
{
   bUseLeaves=True
   bUseBranches=True
   bUseFronds=True
   bUseBillboards=True
   LodNearDistance=500.000000
   LodFarDistance=3000.000000
   LodLevelOverride=1.000000
   SpeedTreeIcon=Texture2D'EditorResources.SpeedTreeLogo'
   bUseAsOccluder=True
   CastShadow=True
   bAcceptsLights=True
   bUsePrecomputedShadows=True
   CollideActors=True
   BlockActors=True
   BlockZeroExtent=True
   BlockNonZeroExtent=True
   BlockRigidBody=True
   Name="Default__SpeedTreeComponent"
   ObjectArchetype=PrimitiveComponent'Engine.Default__PrimitiveComponent'
}

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Creation time: sk 18-3-2018 10:00:44.634 - Created with UnCodeX