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UE2:FluidSurfaceInfo (UT2003)

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(Redirected from UE2:EFluidGridType (UT2003))
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UT2003 Object >> Actor >> Info >> FluidSurfaceInfo

Contents

Package: 
Engine
This class in other games:
U2, U2XMP, UE2Runtime, UT2004


[edit] Properties

[edit] Property group 'FluidSurfaceInfo'

[edit] AlphaCurveScale

Type: float


[edit] AlphaHeightScale

Type: float


Default value: 10.0

[edit] AlphaMax

Type: byte


Default value: 128

[edit] bShowBoundingBox

Type: bool


[edit] bUseNoRenderZ

Type: bool


[edit] ClampTerrain

Type: TerrainInfo

Modifiers: edfindable


[edit] FluidColor

Type: Object.Color


Default value:

Member Value
A 0
B 0
G 0
R 0

[edit] FluidDamping

Type: float

between 0 and 1

Default value: 0.5

[edit] FluidGridSpacing

Type: float

distance between grid points

Default value: 24.0

[edit] FluidGridType

Type: EFluidGridType


Default value: FGT_Hexagonal

[edit] FluidHeightScale

Type: float

vertical scale factor

Default value: 1.0

[edit] FluidNoiseFrequency

Type: float


Default value: 60.0

[edit] FluidNoiseStrength

Type: Object.Range


Default value:

Member Value
Max 70.0
Min -70.0

[edit] FluidSpeed

Type: float

wave speed

Default value: 170.0

[edit] FluidXSize

Type: int

num vertices in X direction

Default value: 48

[edit] FluidYSize

Type: int

num vertices in Y direction

Default value: 48

[edit] NoRenderZ

Type: float


[edit] OrientShootEffect

Type: bool


[edit] OrientTouchEffect

Type: bool


[edit] RippleVelocityFactor

Type: float


Default value: -0.05

[edit] ShootEffect

Type: class<Actor>


[edit] ShootRadius

Type: float


[edit] ShootStrength

Type: float

How hard to ripple water when shot

Default value: -50.0

[edit] TestRipple

Type: bool


[edit] TestRippleRadius

Type: float


Default value: 48.0

[edit] TestRippleSpeed

Type: float


Default value: 3000.0

[edit] TestRippleStrength

Type: float


Default value: -20.0

[edit] TouchEffect

Type: class<Actor>


[edit] TouchStrength

Type: float


Default value: -50.0

[edit] UOffset

Type: float


[edit] UpdateRate

Type: float


Default value: 50.0

[edit] UTiles

Type: float


Default value: 1.0

[edit] VOffset

Type: float


[edit] VTiles

Type: float


Default value: 1.0

[edit] WarmUpTime

Type: float


Default value: 2.0

[edit] Internal variables

[edit] bHasWarmedUp

Type: bool

Modifiers: transient, const


[edit] ClampBitmap

Type: array<int>

Modifiers: const


[edit] FluidBoundingBox

Type: Object.Box

Modifiers: transient, const

Current world-space AABB

[edit] FluidOrigin

Type: Object.Vector

Modifiers: transient, const

Current bottom-left corner

[edit] LatestVerts

Type: int

Modifiers: transient, const


[edit] Oscillators

Type: array<FluidSurfaceOscillator>

Modifiers: transient, const


[edit] Primitive

Type: FluidSurfacePrimitive

Modifiers: transient, const


[edit] TestRippleAng

Type: float

Modifiers: transient, const


[edit] TimeRollover

Type: float

Modifiers: transient, const


[edit] VertAlpha

Type: array<byte>

Modifiers: transient, const


[edit] Verts0

Type: array<float>

Modifiers: transient, const


[edit] Verts1

Type: array<float>

Modifiers: transient, const


[edit] Default values

Property Value
bCollideActors True
bEdShouldSnap True
bHidden False
bNoDelete True
bUnlit True
DrawType DT_FluidSurface
Texture S_FluidSurf

[edit] Enums

[edit] EFluidGridType

FGT_Square 
FGT_Hexagonal 

[edit] Functions

[edit] Native functions

[edit] Pling

native final function Pling (Object.Vector Position, float Strength, optional float Radius)


[edit] Events

[edit] TakeDamage

simulated event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Actor.TakeDamage


[edit] Touch

simulated event Touch (Actor Other)

Overrides: Actor.Touch