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UE2:FluidSurfaceInfo (UT2004)

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UT2004 Object >> Actor >> Info >> FluidSurfaceInfo
Package: 
Engine
This class in other games:
U2XMP, U2, UE2Runtime, UT2003


Properties[edit]

Property group 'FluidSurfaceInfo'[edit]

AlphaCurveScale[edit]

Type: float


AlphaHeightScale[edit]

Type: float


Default value: 10.0

AlphaMax[edit]

Type: byte


Default value: 128

bShowBoundingBox[edit]

Type: bool


bUseNoRenderZ[edit]

Type: bool


ClampTerrain[edit]

Type: TerrainInfo

Modifiers: edfindable


FluidColor[edit]

Type: Object.Color


Default value:

Member Value
A 0
B 0
G 0
R 0

FluidDamping[edit]

Type: float

between 0 and 1

Default value: 0.5

FluidGridSpacing[edit]

Type: float

distance between grid points

Default value: 24.0

FluidGridType[edit]

Type: EFluidGridType


Default value: FGT_Hexagonal

FluidHeightScale[edit]

Type: float

vertical scale factor

Default value: 1.0

FluidNoiseFrequency[edit]

Type: float


Default value: 60.0

FluidNoiseStrength[edit]

Type: Object.Range


Default value:

Member Value
Max 70.0
Min -70.0

FluidSpeed[edit]

Type: float

wave speed

Default value: 170.0

FluidTimeScale[edit]

Type: float


Default value: 1.0

FluidXSize[edit]

Type: int

num vertices in X direction

Default value: 48

FluidYSize[edit]

Type: int

num vertices in Y direction

Default value: 48

NoRenderZ[edit]

Type: float


OrientShootEffect[edit]

Type: bool


OrientTouchEffect[edit]

Type: bool


RippleVelocityFactor[edit]

Type: float


Default value: -0.05

ShootEffect[edit]

Type: class<Actor>


ShootRadius[edit]

Type: float


ShootStrength[edit]

Type: float

How hard to ripple water when shot

Default value: -50.0

TestRipple[edit]

Type: bool


TestRippleRadius[edit]

Type: float


Default value: 48.0

TestRippleSpeed[edit]

Type: float


Default value: 3000.0

TestRippleStrength[edit]

Type: float


Default value: -20.0

TouchEffect[edit]

Type: class<Actor>


TouchStrength[edit]

Type: float


Default value: -50.0

UOffset[edit]

Type: float


UpdateRate[edit]

Type: float


Default value: 50.0

UTiles[edit]

Type: float


Default value: 1.0

VOffset[edit]

Type: float


VTiles[edit]

Type: float


Default value: 1.0

WarmUpTime[edit]

Type: float


Default value: 2.0

Internal variables[edit]

bHasWarmedUp[edit]

Type: bool

Modifiers: transient, const


ClampBitmap[edit]

Type: array<int>

Modifiers: const


FluidBoundingBox[edit]

Type: Object.Box

Modifiers: transient, const

Current world-space AABB

FluidOrigin[edit]

Type: Object.Vector

Modifiers: transient, const

Current bottom-left corner

LatestVerts[edit]

Type: int

Modifiers: transient, const


Oscillators[edit]

Type: array<FluidSurfaceOscillator>

Modifiers: transient, const


Primitive[edit]

Type: FluidSurfacePrimitive

Modifiers: transient, const


TestRippleAng[edit]

Type: float

Modifiers: transient, const


TimeRollover[edit]

Type: float

Modifiers: transient, const


VertAlpha[edit]

Type: array<byte>

Modifiers: transient, const


Verts0[edit]

Type: array<float>

Modifiers: transient, const


Verts1[edit]

Type: array<float>

Modifiers: transient, const


Default values[edit]

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

Enums[edit]

EFluidGridType[edit]

FGT_Square 
FGT_Hexagonal 

Functions[edit]

Native functions[edit]

Pling[edit]

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


Events[edit]

TakeDamage[edit]

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

Overrides: Actor.TakeDamage


Touch[edit]

simulated event Touch (Actor Other)

Overrides: Actor.Touch