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- | {{tl|Scale||PrimitiveComponent properties}}27 KB (2,731 words) - 02:21, 26 July 2008
- | {{tl|Scale||PrimitiveComponent properties}}3 KB (324 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}} | {{tl|Scale||PrimitiveComponent properties}}9 KB (934 words) - 06:07, 16 August 2009
- currently desired scale of the hero (switches between crouched and default)33 KB (4,119 words) - 06:08, 16 August 2009
- | {{tl|Scale||PrimitiveComponent properties}}3 KB (309 words) - 06:11, 16 August 2009
- | {{tl|Scale||PrimitiveComponent properties}}5 KB (515 words) - 08:40, 23 May 2008
- ...({{cl|CameraAnim}} '''AnimToPlay''', optional [[float]] '''Scale''', optional [[float]] '''Rate''', optional [[float]] ' ...({{cl|CameraAnim}} '''AnimToPlay''', optional [[float]] '''Scale''', optional [[float]] '''Rate''', optional [[float]] '41 KB (4,311 words) - 06:14, 16 August 2009
- Used to scale changes in rotation when the FOV is zoomed17 KB (2,014 words) - 06:14, 16 August 2009
- Multiplier used to scale the sensitivity of the controls.2 KB (196 words) - 06:15, 16 August 2009
- | {{tl|Scale||PrimitiveComponent properties}}3 KB (299 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}664 B (63 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}8 KB (910 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}4 KB (398 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}4 KB (503 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}6 KB (683 words) - 06:30, 16 August 2009
- | {{tl|Scale||PrimitiveComponent properties}}3 KB (320 words) - 10:11, 17 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}3 KB (308 words) - 10:11, 17 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}4 KB (410 words) - 08:40, 23 May 2008
- :Converts an item's scale width to pixels.9 KB (1,009 words) - 10:11, 17 May 2008
- * ''ItemIdx'' - Index of the item to calculate scale for. :Returns an item's scale height given the current position of the selection bar.21 KB (2,560 words) - 06:44, 16 August 2009
- Value to scale this bone to on death * The scale to use for the spawned piece. (i.e. we have one static mesh asset but it i6 KB (739 words) - 08:40, 23 May 2008
- returns the scale this control has for the given bone ...oes not take into account any other controls that are affecting the bone's scale1,014 B (134 words) - 10:11, 17 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}1 KB (111 words) - 10:11, 17 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}1 KB (111 words) - 10:11, 17 May 2008
- Scale value for the hit effect color9 KB (956 words) - 06:50, 16 August 2009
- scale friendly fire damage by this value7 KB (857 words) - 06:54, 16 August 2009
- | {{tl|Scale||PrimitiveComponent properties}}5 KB (530 words) - 08:40, 23 May 2008
- ; [[float]] Scale : <!-- enter variable description -->4 KB (417 words) - 10:11, 17 May 2008
- Weapon scale factor to use in 1024x7687 KB (789 words) - 10:11, 17 May 2008
- Smoothing scale for lagged camera - higher values = shorter smoothing time. Name of the turret skel control to scale the turret to nothing33 KB (4,252 words) - 07:46, 16 August 2009
- ; [[float]] Scale : <!-- enter variable description -->8 KB (1,043 words) - 10:11, 17 May 2008
- :the scale factor to apply to damage affecting this vehicle7 KB (804 words) - 08:12, 16 August 2009
- | {{tl|Scale||PrimitiveComponent properties}}2 KB (218 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}2 KB (221 words) - 07:28, 6 December 2008
- | {{tl|Scale||PrimitiveComponent properties}}2 KB (218 words) - 08:40, 23 May 2008
- | Scale | Scale18 KB (2,035 words) - 02:26, 26 July 2008
- | Scale | Scale19 KB (2,113 words) - 08:40, 23 May 2008
- Scale applied to tangent where beam hits target.12 KB (1,244 words) - 07:50, 16 August 2009
- | Scale | Scale14 KB (1,573 words) - 08:40, 23 May 2008
- | Scale | Scale18 KB (1,948 words) - 08:40, 23 May 2008
- | Scale | Scale22 KB (2,323 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}12 KB (1,310 words) - 07:52, 16 August 2009
- | Scale | Scale34 KB (3,769 words) - 02:26, 26 July 2008
- | Scale | Scale17 KB (1,892 words) - 12:53, 30 November 2008
- | Scale | Scale22 KB (2,397 words) - 02:26, 26 July 2008
- | Scale | Scale16 KB (1,742 words) - 07:58, 16 August 2009
- | Scale | Scale22 KB (2,422 words) - 08:40, 23 May 2008
- | Scale | Scale15 KB (1,645 words) - 08:40, 23 May 2008
- | Scale18 KB (1,980 words) - 12:04, 15 December 2008
- | Scale | Scale23 KB (2,538 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}7 KB (800 words) - 08:40, 23 May 2008
- | Scale | Scale16 KB (1,820 words) - 02:27, 26 July 2008
- | Scale | Scale13 KB (1,536 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}3 KB (275 words) - 08:40, 23 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}951 B (102 words) - 10:11, 17 May 2008
- | {{tl|Scale||PrimitiveComponent properties}}966 B (104 words) - 08:40, 23 May 2008
- Min amount to scale for adhesive purposes Min/Max amount to scale for adhesive purposes22 KB (2,704 words) - 08:40, 23 May 2008
- Locked indicator current scale Locked indicator final scale15 KB (1,901 words) - 08:31, 16 August 2009
- current scaling up weapon scale the rate to scale the weapons's Scale3D.X when spawning them in (set to 0.0 to disable the sc11 KB (1,218 words) - 08:32, 16 August 2009
- Used to scale weapon pickup drawscale8 KB (835 words) - 08:32, 16 August 2009
- | {{tl|Scale||PrimitiveComponent properties}}19 KB (2,164 words) - 08:26, 16 August 2009
- | {{tl|Scale||PrimitiveComponent properties}} | {{tl|Scale||PrimitiveComponent properties}}7 KB (784 words) - 08:40, 23 May 2008
- headshot scale factor when running or falling headshot scale factor when moving slowly or stopped12 KB (1,374 words) - 08:28, 16 August 2009
- the param in the material(0) of the AirEffect to scale from 0-12 KB (280 words) - 08:40, 23 May 2008
- Default color scale for the level21 KB (2,579 words) - 08:35, 16 August 2009
- used to scale gravity for rigid body physics9 KB (1,171 words) - 08:36, 16 August 2009
- *Adjusting a radius? Skip the properties window and use the "scale" widget to adjust the radius visually. If it's an object like a trigger, a6 KB (1,131 words) - 10:47, 27 December 2010
- ; Scale: Switches to the (uniform) scaling widget. (The non-uniform scaling widget ; Scale Grid:6 KB (876 words) - 04:44, 9 December 2008
- ...ouse lock: Mouse can only be used to select actors, not to move, rotate or scale them. ...e.png]] Scaling widget: Activates the uniform scaling widget, like Edit -> Scale.4 KB (493 words) - 06:09, 16 November 2008
- {{code|native final function '''KScaleJointLimits''' ([[float]] '''scale''', [[float]] '''stiffness''')}}16 KB (1,991 words) - 19:42, 10 November 2010
- PostScale=(Scale=(X=0.250000,Y=8.000000,Z=3.000000),SheerAxis=SHEER_ZX) TempScale=(Scale=(X=0.250000,Y=8.000000,Z=3.000000),SheerAxis=SHEER_ZX)5 KB (609 words) - 17:33, 28 December 2009
- ...tion up/down, Scale all selected surfaces(forward to scale up, backward to scale down)6 KB (914 words) - 11:15, 27 January 2011
- Scale of the hero while in crouch mode | {{tl|Scale||PrimitiveComponent properties}}10 KB (1,120 words) - 02:31, 16 August 2009
- Desired scale of the slow field effect mesh5 KB (532 words) - 02:32, 16 August 2009
- ====Scale====6 KB (733 words) - 13:24, 24 October 2009
- Value to scale force on soft body5 KB (621 words) - 06:42, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}3 KB (266 words) - 02:25, 16 August 2009
- | Scale | Scale13 KB (1,409 words) - 02:32, 16 August 2009
- ...oc''', {{tl|Rotator|Object|structs}} '''AxisRot''', [[float]] '''Scale''', optional [[bool]] '''bPersistentLines''') const}}22 KB (2,898 words) - 20:01, 10 November 2010
- ...kelControlScale''' ([[name]] '''SkelControlName''', [[float]] '''Scale''')}}25 KB (3,251 words) - 20:09, 22 December 2012
- Scale to apply to the calculated occlusion value. Scale factor to increase EdgeDistanceThreshold for distant pixels.5 KB (660 words) - 06:37, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}2 KB (216 words) - 12:47, 6 November 2009
- A scale value which increases the likelihood that a bone will retain a key if it’2 KB (304 words) - 06:37, 17 January 2010
- ; {{tl|Vector2D|Object|structs}} PlayRateRange : Animation Play Rate Scale2 KB (223 words) - 12:47, 6 November 2009
- ; [[float]] RateScale : Rate Scale Adjust the Rate Scale of a group3 KB (321 words) - 06:37, 17 January 2010
- ; [[float]] RateScale : Rate Scale Get the Rate Scale of a group9 KB (1,076 words) - 12:47, 6 November 2009
- Should interpolate color scale values Total time for color scale interpolation to complete19 KB (2,241 words) - 06:37, 17 January 2010
- "Intensity" scalar. This is the scale at which the anim was first played. A supplemental scale factor, allowing external systems to scale this anim as necessary. This is reset to 1.f each frame.6 KB (738 words) - 06:37, 17 January 2010
- ; [[float]] Scale : <!-- enter variable description --> ...dCameraShake''' ({{cl|CameraShake}} '''NewShake''', [[float]] '''Scale''', optional {{tl|ECameraAnimPlaySpace|Camera}} '''PlaySpace''',4 KB (383 words) - 06:37, 17 January 2010
- ...at]] '''X''', [[float]] '''Y''', optional [[float]] '''Scale''')}} ...'UEndPct''', [[float]] '''VEndPct''', optional [[float]] '''Scale''')}}14 KB (1,790 words) - 10:41, 19 May 2010
- Desired color scale upon entering volume Interpolation time for the color scale1 KB (162 words) - 12:47, 6 November 2009
- ...kelControlScale''' ([[name]] '''SkelControlName''', [[float]] '''Scale''')}}9 KB (1,021 words) - 06:37, 17 January 2010
- Scale applied to danger cost during path finding for slots of this link17 KB (2,046 words) - 06:37, 17 January 2010
- ; [[byte]] ExposedScale : Scale of how dangerous this exposure is8 KB (1,104 words) - 06:37, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}2 KB (220 words) - 12:47, 6 November 2009
- A scale applied to blooming colors.1 KB (139 words) - 06:37, 17 January 2010
- This is a scale that could be considered as the "sensitivity" of the blur.1 KB (153 words) - 12:47, 6 November 2009
- * ''ScaleX'' - Text horizontal scale * ''ScaleY'' - Text vertical scale10 KB (1,323 words) - 06:39, 17 January 2010
- The scale factor when rendering color density. The scale factor when rendering grayscale density.38 KB (4,447 words) - 06:39, 17 January 2010
- ; [[float]] IndirectLightingScale : Scale factor for the indirect lighting7 KB (895 words) - 06:39, 17 January 2010
- Wave height scale - higher value produces higher waves Wave height scale for the detail texture - higher value produces higher waves10 KB (1,222 words) - 06:39, 17 January 2010
- The scale factors applied to the directional static lighting. The minimum scale to draw foliage instances at.4 KB (429 words) - 06:39, 17 January 2010
- :the percentage scale required to match the size of the multi-font's closest matching subfont.5 KB (614 words) - 06:39, 17 January 2010
- ; [[int]] DistanceFieldScaleFactor : Scale factor determines how big to scale the font bitmap during import when generating distance field values5 KB (700 words) - 12:47, 6 November 2009
- ; [[float]] RelativeScale : Relative scale ...one chunk of this mesh as its own Actor, with the supplied velocities and scale relative to this Actor.10 KB (1,197 words) - 06:39, 17 January 2010
- Relative Scale of this part (apart from parent scale)*6 KB (665 words) - 12:47, 6 November 2009
- Returns a distance scale for whether a fractured static mesh should actually fracture when damaged ...ox''', {{tl|Vector|Object|structs}} '''ChunkDir''', [[float]] '''Scale''')}}5 KB (524 words) - 12:47, 6 November 2009
- Whether to use same scale variation in all axes7 KB (855 words) - 06:39, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}2 KB (232 words) - 12:47, 6 November 2009
- Between inner and outer radii, scale shake from full to zero6 KB (791 words) - 06:39, 17 January 2010
- Scale applied to game rate.13 KB (1,677 words) - 06:39, 17 January 2010
- Sets the new color scale6 KB (701 words) - 06:39, 17 January 2010
- ...ScreenShake''' ({{cl|CameraShake}} '''ShakeData''', [[float]] '''Scale''')}}6 KB (675 words) - 06:39, 17 January 2010
- camera extent scale to use when calculating penetration for this segment camera extent scale to use when calculating penetration for this segment17 KB (2,054 words) - 06:39, 17 January 2010
- If this is true then the KActor will scale to zero before hiding self *2 KB (213 words) - 12:47, 6 November 2009
- ; {{tl|RawDistributionVector|DistributionVector}} DistMap_Scale : Value to scale the AxisScaling by. Uses source to camera distance to look up the value (in ; {{tl|RawDistributionVector|DistributionVector}} DistMap_Color : Value to scale the Color by. Uses source to camera distance to look up the value (in Unrea12 KB (1,321 words) - 06:40, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}2 KB (203 words) - 06:41, 17 January 2010
- ; [[bool]] bNormalizeTime : if true, then the CycleTime is used to scale time so all keys are between zero and one *6 KB (681 words) - 12:47, 6 November 2009
- ====Scale====693 B (69 words) - 12:47, 6 November 2009
- The bias scale value798 B (86 words) - 12:47, 6 November 2009
- The bias scale value846 B (94 words) - 12:47, 6 November 2009
- The bias scale value953 B (106 words) - 12:47, 6 November 2009
- ; [[bool]] bNormalizeTime : if true, then the CycleTime is used to scale time so all keys are between zero and one *9 KB (1,030 words) - 06:41, 17 January 2010
- ...] bOverrideExportResolutionScale : If TRUE, override the export resolution scale setting of the parent material.6 KB (678 words) - 06:41, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}10 KB (1,166 words) - 12:47, 6 November 2009
- ; [[float]] Scale : <!-- enter variable description -->13 KB (1,585 words) - 06:42, 17 January 2010
- If true, then apply the particle system components scale1 KB (142 words) - 12:47, 6 November 2009
- ; [[bool]] bScale : If TRUE, scale the associated value by the given value.3 KB (325 words) - 12:47, 6 November 2009
- If TRUE, apply the noise scale to the beam. A scale factor that will be applied to the noise range.5 KB (576 words) - 12:47, 6 November 2009
- The directional scalar value - used to scale the bounds to6 KB (652 words) - 12:47, 6 November 2009
- If bInheritVelocity is TRUE, scale the velocity with this.3 KB (280 words) - 12:47, 6 November 2009
- Amount to scale the source rotation by when inheriting it. Amount to scale the source velocity by when inheriting it.2 KB (205 words) - 12:47, 6 November 2009
- The scale applied to the velocity. (Only used if 'Velocity' is checked).3 KB (298 words) - 12:47, 6 November 2009
- The scale factor that should be applied to the rotation rate.1 KB (102 words) - 12:47, 6 November 2009
- ; [[bool]] bScaleVelocityByParamValue : If TRUE, scale the velocity value selected in ValueMethod by the evaluated ParamValue.4 KB (414 words) - 12:47, 6 November 2009
- PSA_Square - Uniform scale (via SizeX) facing the camera PSA_Rectangle - Non-uniform scale (via SizeX and SizeY) facing the camera9 KB (1,144 words) - 06:42, 17 January 2010
- ====Scale====1 KB (126 words) - 12:47, 6 November 2009
- The scale factor that should be applied to the rotation rate.1 KB (102 words) - 12:47, 6 November 2009
- The scale factor for the size that should be used for a particle. If true, the X-component of the scale factor will be applied to the particle size X-component.2 KB (200 words) - 12:47, 6 November 2009
- If true, the X-component of the scale factor will be applied to the particle size X-component. If true, the Y-component of the scale factor will be applied to the particle size Y-component.2 KB (202 words) - 12:47, 6 November 2009
- If TRUE, scale the X-component of the size. If TRUE, scale the Y-component of the size.1 KB (159 words) - 12:47, 6 November 2009
- SSBL - Scale Size By Life SizeLifeMultiplier - Size scale factor8 KB (782 words) - 12:47, 6 November 2009
- ====Scale==== The scale to apply tot he parent velocity prior to adding it to the particle velocity1,015 B (103 words) - 12:47, 6 November 2009
- | {{tl|Scale||PrimitiveComponent properties}}2 KB (189 words) - 12:47, 6 November 2009
- ...kelControlScale''' ([[name]] '''SkelControlName''', [[float]] '''Scale''')}}14 KB (1,657 words) - 06:42, 17 January 2010
- ...kelControlScale''' ([[name]] '''SkelControlName''', [[float]] '''Scale''')}}10 KB (1,153 words) - 06:42, 17 January 2010
- This controls how far away this region will change to a simple quad, as a scale of the SimpleMeshMassiveLODDistance of the lowest LOD mesh. Should be less436 B (53 words) - 12:47, 6 November 2009
- ...geThreshold : Damage needed for fracturing or crumbling. Defines a damage scale for the destructible.3 KB (329 words) - 12:47, 6 November 2009
- ; [[float]] Scale : <!-- enter variable description -->8 KB (836 words) - 12:47, 6 November 2009
- ...({{cl|CameraAnim}} '''AnimToPlay''', optional [[float]] '''Scale''', optional [[float]] '''Rate''', optional [[float]] '17 KB (2,030 words) - 06:44, 17 January 2010
- ...oc''', {{tl|Rotator|Object|structs}} '''AxisRot''', [[float]] '''Scale''', optional [[bool]] '''bPersistentLines''')}} ...e''' ({{cl|CameraShake}} '''Shake''', optional [[float]] '''Scale''', optional [[bool]] '''bTryForceFeedback''', optional {{tl46 KB (5,176 words) - 06:44, 17 January 2010
- ; [[float]] Bloom_Scale : Scale for the blooming.10 KB (1,119 words) - 06:44, 17 January 2010
- That along vector, if in same direction as vector, is scale by VelScale. If it is moving in the opposite direction to supplied vector i15 KB (1,905 words) - 06:44, 17 January 2010
- ====Scale====21 KB (2,725 words) - 06:44, 17 January 2010
- Scale for the overall blur vectors3 KB (371 words) - 12:47, 6 November 2009
- This parameters allows you to scale the auto-generated value for this specific body. Scale factors for each CollisionGeom entry. CollisionGeom.Length == CollisionGeom4 KB (510 words) - 12:47, 6 November 2009
- ...rimComp2''', {{cl|RB_ConstraintSetup}} '''Setup''', [[float]] '''Scale''', {{cl|Actor}} '''InOwner''', {{cl|PrimitiveComponent}} '''InPr Scale Angular Limit Constraints (as defined in RB_ConstraintSetup)9 KB (955 words) - 06:44, 17 January 2010
- Positions are in Physics scale. Location of constraint in Body1 reference frame. Physics scale.6 KB (702 words) - 12:47, 6 November 2009
- The scale which is applied to the shadow-map coordinates before sampling the shadow-m2 KB (195 words) - 12:47, 6 November 2009
- How much to scale down the roll angle648 B (77 words) - 06:48, 17 January 2010
- ...indicating which method to use to generate per-vertex cloth vert movement scale (ClothMovementScale)3 KB (432 words) - 06:48, 17 January 2010
- Scale of each of the NxSoftBodyMesh objects in cache. This array is same size as Scale of each of the ClothMesh objects in cache. This array is same size as Cloth23 KB (2,883 words) - 06:48, 17 January 2010
- ...kelControlScale''' ([[name]] '''SkelControlName''', [[float]] '''Scale''')}} ...kelControlScale''' ([[name]] '''SkelControlName''', [[float]] '''Scale''')}}4 KB (408 words) - 06:48, 17 January 2010
- If bEnableLineCheckWithBounds is TRUE, scale the bounds by this value before doing line check. Scale applied in physics when RootMotionMode == RMM_Accel18 KB (2,319 words) - 06:48, 17 January 2010
- Hides the specified bone. Currently this just enforces a scale of 0 for the hidden bones. Hides the specified bone with name. Currently this just enforces a scale of 0 for the hidden bones.26 KB (2,973 words) - 14:57, 3 March 2010
- Amount to scale impulses applied to cloth simulation. Dampening scale applied to cloth particle velocity when approaching boundaries of *PosDampR13 KB (1,724 words) - 06:48, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}6 KB (728 words) - 06:48, 17 January 2010
- If TRUE, will use smooth interpolation (ease in/out) for Scale and Roll along this section of spline. If FALSE, uses linear3 KB (375 words) - 06:48, 17 January 2010
- If TRUE, will use smooth interpolation (ease in/out) for Scale, Roll, and Offset along this section of spline. If FALSE, uses linear ; {{tl|Vector2D|Object|structs}} StartScale : X and Y scale applied to mesh at start of spline2 KB (292 words) - 12:47, 6 November 2009
- Inertia Tensor Multipler - allows you to scale the components of the pre-calculated inertia tensor Hacky - used to scale hurtradius applied impulses10 KB (1,208 words) - 06:48, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}1 KB (126 words) - 12:47, 6 November 2009
- The scale factor to apply to the distance used in determining the tessellation ; [[float]] MinScale : The min scale to apply to the source mesh.17 KB (2,272 words) - 06:48, 17 January 2010
- Uniform scale to apply to the mapping. ; [[float]] MinTransitionRadius : How far away will the mesh cease to blend/scale in.3 KB (404 words) - 12:47, 6 November 2009
- ; EAT_Scale : widget scale animation6 KB (746 words) - 12:47, 6 November 2009
- current rotation, scale, etc. ...this baby and update it any time the widget's position, anchor, rotation, scale, or parent changes.18 KB (2,344 words) - 12:47, 6 November 2009
- Returns a matrix which includes the translation, rotation and scale necessary to transform a point from origin to the * ''bIncludeScale'' - specify FALSE to remove the viewport's scale from the resulting matrix12 KB (1,525 words) - 06:51, 17 January 2010
- ; UIAUTOSCALE_Normal : ''('''Standard''' in UnrealEd)'' scale the text to fit into the bounding region14 KB (2,059 words) - 12:47, 6 November 2009
- ; [[float]] MinScale : ''('''Min Scale Value''' in UnrealEd)'' the minimum amount of scaling that can be applied t ; {{tl|Vector2D|Object|structs}} TextScale : text scale to use when rendering text51 KB (7,173 words) - 06:51, 17 January 2010
- ...ont'' - if specified, a font which can provide a "base" resolution for the scale; otherwise, uses the values of the DFEAULT_SIZE_X/Y consts as the base reso Retrieves the scale factor for the viewport which renders this widget's scene. Only relevant i57 KB (7,832 words) - 06:51, 17 January 2010
- Retrieves the configured auto-scale percentage. ...on to use for determining autoscale factor (only relevant for certain auto-scale modes).5 KB (673 words) - 06:52, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}5 KB (546 words) - 12:47, 6 November 2009
- | {{tl|Scale||PrimitiveComponent properties}}11 KB (1,219 words) - 12:47, 6 November 2009
- | {{tl|Scale||PrimitiveComponent properties}}2 KB (267 words) - 06:52, 17 January 2010
- This will scale the player's rotation speed depending on the location of their thumbstick a5 KB (605 words) - 12:47, 6 November 2009
- Multiplier used to scale the sensitivity of the controls. Multiplier used to scale the sensitivity of the turning.7 KB (854 words) - 12:47, 6 November 2009
- scale for meshes in this family when driving a vehicle12 KB (1,463 words) - 06:52, 17 January 2010
- Weapon bar top left corner at 1024x768, normal scale33 KB (4,122 words) - 06:52, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}6 KB (735 words) - 12:47, 6 November 2009
- Holds the MIC that will be used to scale/rotate the map Background8 KB (948 words) - 06:52, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}} | {{tl|Scale||PrimitiveComponent properties}}9 KB (837 words) - 12:47, 6 November 2009
- currently desired scale of the hero (switches between crouched and default)28 KB (3,513 words) - 07:01, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}3 KB (344 words) - 12:47, 6 November 2009
- | {{tl|Scale||PrimitiveComponent properties}}5 KB (533 words) - 12:47, 6 November 2009
- ...({{cl|CameraAnim}} '''AnimToPlay''', optional [[float]] '''Scale''', optional [[float]] '''Rate''', optional [[float]] '10 KB (1,182 words) - 07:01, 17 January 2010
- ...({{cl|CameraAnim}} '''AnimToPlay''', optional [[float]] '''Scale''', optional [[float]] '''Rate''', optional [[float]] '32 KB (3,367 words) - 07:01, 17 January 2010
- Used to scale changes in rotation when the FOV is zoomed15 KB (1,786 words) - 07:01, 17 January 2010
- Value to scale this bone to on death * The scale to use for the spawned piece. (i.e. we have one static mesh asset but it i5 KB (738 words) - 07:02, 17 January 2010
- returns the scale this control has for the given bone ...oes not take into account any other controls that are affecting the bone's scale978 B (128 words) - 07:02, 17 January 2010
- scale friendly fire damage by this value6 KB (701 words) - 07:02, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}5 KB (548 words) - 12:47, 6 November 2009
- Smoothing scale for lagged camera - higher values = shorter smoothing time. Name of the turret skel control to scale the turret to nothing31 KB (3,989 words) - 07:03, 17 January 2010
- :the scale factor to apply to damage affecting this vehicle7 KB (809 words) - 12:47, 6 November 2009
- | Scale | Scale16 KB (1,758 words) - 07:04, 17 January 2010
- | {{tl|Scale||PrimitiveComponent properties}}13 KB (1,405 words) - 12:47, 6 November 2009
- | Scale | Scale15 KB (1,768 words) - 07:04, 17 January 2010
- | Scale | Scale23 KB (2,526 words) - 07:04, 17 January 2010
- Min amount to scale for adhesive purposes Min/Max amount to scale for adhesive purposes23 KB (2,768 words) - 12:47, 6 November 2009
- Locked indicator current scale Locked indicator final scale15 KB (1,812 words) - 07:04, 17 January 2010
- current scaling up weapon scale the rate to scale the weapons's Scale3D.X when spawning them in (set to 0.0 to disable the sc11 KB (1,215 words) - 12:47, 6 November 2009
- Used to scale weapon pickup drawscale7 KB (803 words) - 12:47, 6 November 2009
- | {{tl|Scale||PrimitiveComponent properties}}21 KB (2,415 words) - 12:47, 6 November 2009
- the param in the material(0) of the AirEffect to scale from 0-12 KB (279 words) - 12:47, 6 November 2009
- Default color scale for the level18 KB (2,173 words) - 07:04, 17 January 2010
- used to scale gravity for rigid body physics14 KB (1,704 words) - 07:04, 17 January 2010
- ; [[float]] StaticLightingLevelScale : Scale of the level relative to Gears of War 2 levels. All scale-dependent Lightmass setting defaults have been tweaked to work well in Gear10 KB (1,140 words) - 07:04, 17 January 2010
- Between inner and outer radii, scale shake from full to zero4 KB (489 words) - 06:39, 17 January 2010
- This controls how far away this region will change to a simple quad, as a scale of the SimpleMeshMassiveLODDistance of the lowest LOD mesh. Should be less417 B (51 words) - 06:44, 17 January 2010
- * http://www.neewo.de/Files/USM11Script.zip (updated to 1.1, fixed scale issues)6 KB (913 words) - 13:14, 25 October 2014
- |Scale the player's size to be x default size7 KB (1,064 words) - 09:06, 24 November 2012