Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:SpeedTreeComponent (UDK)
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| Object >> Component >> ActorComponent >> PrimitiveComponent >> SpeedTreeComponent |
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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
Returns the component's material corresponding to MeshType if it is set, otherwise returns the USpeedTree's material.
[edit] SetMaterial
Sets the component's material override, and reattaches if necessary.
