Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:ParticleModuleTypeDataRibbon (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> ParticleModule >> ParticleModuleTypeDataBase >> ParticleModuleTypeDataRibbon
Package: 
Engine

ParticleModuleTypeDataRibbon Provides the base data for ribbon (drop trail) emitters.

Properties[edit]

Property group 'Rendering'[edit]

bRenderGeometry[edit]

Type: bool

If TRUE, render the trail geometry (this should typically be on)

Default value: True

bRenderSpawnPoints[edit]

Type: bool

If TRUE, render stars at each spawned particle point along the trail

bRenderTangents[edit]

Type: bool

If TRUE, render a line showing the tangent at each spawned particle point along the trail

bRenderTessellation[edit]

Type: bool

If TRUE, render the tessellated path between spawned particles

DistanceTessellationStepSize[edit]

Type: float

The distance step size for tessellation.

  1. Tessellation Points = Trunc((Distance Between Spawned Particles) / DistanceTessellationStepSize))

Default value: 15.0

TangentTessellationScalar[edit]

Type: float

The tangent scalar for tessellation. Angles between tangent A and B are mapped to [0.0f .. 1.0f] This is then multiplied by TangentTessellationScalar to give the number of points to tessellate

Default value: 5.0

TilingDistance[edit]

Type: float

The (estimated) covered distance to tile the 2nd UV set at. If 0.0, a second UV set will not be passed in.

Property group 'Spawn'[edit]

TangentSpawningScalar[edit]

Type: float

The tangent scalar for spawning. Angles between tangent A and B are mapped to [0.0f .. 1.0f] This is then multiplied by TangentTessellationScalar to give the number of particles to spawn

Property group 'Trail'[edit]

bClipSourceSegement[edit]

Type: bool

If true, do not join the trail to the source position

Default value: True

bDeadTrailsOnDeactivate[edit]

Type: bool

If true, when the system is deactivated, mark trails as dead. This means they will still render, but will not have more particles added to them, even if the system re-activates...

Default value: True

bEnablePreviousTangentRecalculation[edit]

Type: bool

If true, recalculate the previous tangent when a new particle is spawned

Default value: True

bTangentRecalculationEveryFrame[edit]

Type: bool

If true, recalculate tangents every frame to allow velocity/acceleration to be applied

MaxParticleInTrailCount[edit]

Type: int

Max particles per trail

Default value: 500

MaxTrailCount[edit]

Type: int

The number of live trails

Default value: 1

RenderAxis[edit]

Type: ETrailsRenderAxisOption

The 'render' axis for the trail (what axis the trail is stretched out on) Trails_CameraUp - Traditional camera-facing trail. Trails_SourceUp - Use the up axis of the source for each spawned particle. Trails_WorldUp - Use the world up axis.

SheetsPerTrail[edit]

Type: int

The number of sheets to render for the trail.

Default value: 1

Internal variables[edit]

MaxTessellationBetweenParticles[edit]

Type: int

The maximum amount to tessellate between two particles of the trail. Depending on the distance between the particles and the tangent change, the system will select a number of tessellation points [0..MaxTessellationBetweenParticles]

Default value: 25

Enums[edit]

ETrailsRenderAxisOption[edit]

Trails_CameraUp 
Trails_SourceUp 
Trails_WorldUp