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UE3:SpeedTreeComponent (UDK)

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UDK Object >> Component >> ActorComponent >> PrimitiveComponent >> SpeedTreeComponent

Contents

Package: 
Engine
This class in other games:
UT3

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[edit] Properties

[edit] Property group 'Lightmass'

[edit] LightmassSettings

Type: EngineTypes.LightmassPrimitiveSettings

The Lightmass settings for the entire speedtree.

Default value:

Member Value
DiffuseBoost 1.0
EmissiveBoost 1.0
EmissiveLightFalloffExponent 2.0
FullyOccludedSamplesFraction 1.0
SpecularBoost 1.0

[edit] Property group 'SpeedTree'

[edit] BillboardMaterial

Type: MaterialInterface

Billboard material.

[edit] Branch1Material

Type: MaterialInterface

Branch material.

[edit] Branch2Material

Type: MaterialInterface

Cap material.

[edit] bUseBillboards

Type: bool

Whether billboards are drawn at the lowest LOD or not.

Default value: True

[edit] bUseBranches

Type: bool

Whether to draw branches or not.

Default value: True

[edit] bUseFronds

Type: bool

Whether to draw fronds or not.

Default value: True

[edit] bUseLeafCards

Type: bool

Whether to draw leaf cards or not.

Default value: True

[edit] bUseLeafMeshes

Type: bool

Whether to draw leaf meshes or not.

Default value: True

[edit] FrondMaterial

Type: MaterialInterface

Frond material.

[edit] LeafCardMaterial

Type: MaterialInterface

Leaf card material.

[edit] LeafMeshMaterial

Type: MaterialInterface

Leaf mesh material.

[edit] Lod3DEnd

Type: float

The distance for the lowest detail tree.

Default value: 3000.0

[edit] Lod3DStart

Type: float

The distance for the most detailed tree.

Default value: 500.0

[edit] LodBillboardEnd

Type: float

The distance for the lowest detail tree.

Default value: 4000.0

[edit] LodBillboardStart

Type: float

The distance for the most detailed tree.

Default value: 3500.0

[edit] LodLevelOverride

Type: float

the tree will use this LOD level (0.0 - 1.0). If -1.0, the tree will calculate its LOD normally.

Default value: 1.0

[edit] SpeedTree

Type: SpeedTree

Modifiers: const

USpeedTree resource.

[edit] Internal variables

[edit] BillboardLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's billboard light-map.

[edit] BranchLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's branch light-map.

[edit] FrondLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's frond light-map.

[edit] LeafCardLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's leaf card light-map.

[edit] LeafMeshLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's leaf mesh light-map.

[edit] RotationOnlyMatrix

Type: Object.Matrix

Modifiers: native, private, const

The component's rotation matrix (for arbitrary rotations with wind)

[edit] SpeedTreeIcon

Type: Texture2D

Modifiers: editoronly, private

Icon texture.

Default value: Texture2D'EditorResources.SpeedTreeLogo'

[edit] StaticLights

Type: array<SpeedTreeStaticLight>

Modifiers: private, const

Static lights array.

[edit] Default values

Property Value
bAcceptsLights True
BlockActors True
BlockNonZeroExtent True
BlockRigidBody True
BlockZeroExtent True
bUseAsOccluder True
bUsePrecomputedShadows True
CastShadow True
CollideActors True

[edit] Enums

[edit] ESpeedTreeMeshType

Enumerates the types of meshes in a SpeedTreeComponent. Note: This is mirrored in Lightmass.

STMT_MinMinusOne 
STMT_Branches1 
STMT_Branches2 
STMT_Fronds 
STMT_LeafCards 
STMT_LeafMeshes 
STMT_Billboards 
STMT_Max 

[edit] Structs

[edit] LightMapRef

pointer Reference 

[edit] SpeedTreeStaticLight

Modifiers: native

The static lighting for a single light's affect on the component.

Object.Guid Guid 
ShadowMap1D BranchShadowMap 
ShadowMap1D FrondShadowMap 
ShadowMap1D LeafMeshShadowMap 
ShadowMap1D LeafCardShadowMap 
ShadowMap1D BillboardShadowMap 

[edit] Native functions

[edit] GetMaterial

native function MaterialInterface GetMaterial (ESpeedTreeMeshType MeshType)

Returns the component's material corresponding to MeshType if it is set, otherwise returns the USpeedTree's material.

[edit] SetMaterial

native function SetMaterial (ESpeedTreeMeshType MeshType, MaterialInterface Material)

Sets the component's material override, and reattaches if necessary.

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