My program doesn't have bugs. It just develops random features.
UE2:BeamEmitter (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> ParticleEmitter >> BeamEmitter |
- Package:
- Engine
- This class in other games:
- U2XMP, UE2Runtime, UT2003
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
BeamEmitter: An Unreal Beam Particle Emitter.
[edit] Properties
[edit] Property group 'Beam'
[edit] BeamDistanceRange
Type: Object.Range
[edit] BeamEndPoints
Type: array<ParticleBeamEndPoint>
[edit] BeamTextureUScale
Type: float
Default value: 1.0
[edit] BeamTextureVScale
Type: float
Default value: 1.0
[edit] DetermineEndPointBy
Type: EBeamEndPointType
[edit] RotatingSheets
Type: int
[edit] TriggerEndpoint
Type: bool
[edit] Property group 'BeamBranching'
[edit] BranchEmitter
Type: int
Default value: -1
[edit] BranchHFPointsRange
Type: Object.Range
Default value:
| Member | Value |
|---|---|
| Max | 1000.0 |
| Min | 0.0 |
[edit] BranchProbability
Type: Object.Range
[edit] BranchSpawnAmountRange
Type: Object.Range
[edit] LinkupLifetime
Type: bool
[edit] UseBranching
Type: bool
[edit] Property group 'BeamNoise'
[edit] DynamicHFNoisePointsRange
Type: Object.Range
[edit] DynamicHFNoiseRange
Type: Object.RangeVector
[edit] DynamicTimeBetweenNoiseRange
Type: Object.Range
[edit] HFScaleFactors
Type: array<ParticleBeamScale>
[edit] HFScaleRepeats
Type: float
[edit] HighFrequencyNoiseRange
Type: Object.RangeVector
[edit] HighFrequencyPoints
Type: int
Default value: 10
[edit] LFScaleFactors
Type: array<ParticleBeamScale>
[edit] LFScaleRepeats
Type: float
[edit] LowFrequencyNoiseRange
Type: Object.RangeVector
[edit] LowFrequencyPoints
Type: int
Default value: 3
[edit] NoiseDeterminesEndPoint
Type: bool
[edit] UseHighFrequencyScale
Type: bool
[edit] UseLowFrequencyScale
Type: bool
[edit] Internal variables
[edit] BeamValueSum
Type: float
Modifiers: transient
[edit] HFPoints
Type: array<ParticleBeamData>
Modifiers: transient
[edit] HitActors
Modifiers: transient
[edit] IndicesPerParticle
Type: int
Modifiers: transient
[edit] LFPoints
Type: array<Object.Vector>
Modifiers: transient
[edit] PrimitivesPerParticle
Type: int
Modifiers: transient
[edit] SheetsUsed
Type: int
Modifiers: transient
[edit] TimeSinceLastDynamicNoise
Type: float
Modifiers: transient
[edit] VerticesPerParticle
Type: int
Modifiers: transient
[edit] Enums
[edit] EBeamEndPointType
- PTEP_Velocity
- PTEP_Distance
- PTEP_Offset
- PTEP_Actor
- PTEP_TraceOffset
- PTEP_OffsetAsAbsolute
- PTEP_DynamicDistance
- Length can be scaled by Size.Y and Distance can be changed in realtime through code.
[edit] Structs
[edit] ParticleBeamData
- Object.Vector Location
- float t
[edit] ParticleBeamEndPoint
- name ActorTag
- Object.RangeVector Offset
- float Weight
[edit] ParticleBeamScale
- Object.Vector FrequencyScale
- float RelativeLength
