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UE3:ParticleModuleTypeDataBeam2 (UT3)
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| Object >> ParticleModule >> ParticleModuleTypeDataBase >> ParticleModuleTypeDataBeam2 |
Contents |
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'Beam'
[edit] bAlwaysOn
Type: bool
If true, there will ALWAYS be a beam...
[edit] BeamMethod
Type: EBeam2Method
The method with which to form the beam(s)
Default value: PEB2M_Target
[edit] InterpolationPoints
Type: int
Indicates whether the beam should be interpolated.
<= 0 --> no > 0 --> yes (and is equal to the number of interpolation steps that should be taken.
[edit] MaxBeamCount
Type: int
The number of live beams
[edit] Sheets
Type: int
The number of sheets to render
Default value: 1
[edit] Speed
Type: float
The speed at which the beam should move from source to target when firing up. '0' indicates instantaneous
Default value: 10.0
[edit] TextureTile
Type: int
The number of times to tile the texture along each beam
Default value: 1
[edit] TextureTileDistance
Type: float
The distance per texture tile
[edit] Property group 'Branching'
[edit] BranchParentName
Type: name
The name of the emitter to branch from (if mode is PEB2M_Branch) MUST BE IN THE SAME PARTICLE SYSTEM!
[edit] Property group 'Distance'
[edit] Distance
Type: DistributionFloat.RawDistributionFloat
Distance is only used if BeamMethod is Distance
Default value:
| Member | Value |
|---|---|
| Distribution | DistributionDistance |
| LookupTable |
|
| LookupTableChunkSize | 1 |
| LookupTableNumElements | 1 |
| Op | 1 |
[edit] Property group 'Rendering'
[edit] RenderDirectLine
Type: bool
[edit] RenderGeometry
Type: bool
Default value: True
[edit] RenderLines
Type: bool
[edit] RenderTessellation
Type: bool
[edit] Property group 'Taper'
[edit] TaperFactor
Type: DistributionFloat.RawDistributionFloat
Tapering factor, 0 = source of beam, 1 = target
Default value:
| Member | Value |
|---|---|
| Distribution | DistributionTaperFactor |
| LookupTable |
|
| LookupTableChunkSize | 1 |
| LookupTableNumElements | 1 |
| Op | 1 |
[edit] TaperMethod
Type: EBeamTaperMethod
Tapering mode
[edit] TaperScale
Type: DistributionFloat.RawDistributionFloat
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.
Default value:
| Member | Value |
|---|---|
| Distribution | DistributionTaperScale |
| LookupTable |
|
| LookupTableChunkSize | 1 |
| LookupTableNumElements | 1 |
| Op | 1 |
[edit] Enums
[edit] EBeam2Method
- PEB2M_Distance
- PEB2M_Target
- PEB2M_Branch
[edit] EBeamTaperMethod
- PEBTM_None
- No tapering is applied
- PEBTM_Full
- Taper the beam relative to source-->target, regardless of current beam length
- PEBTM_Partial
- Taper the beam relative to source-->location, 0=source,1=endpoint
