My program doesn't have bugs. It just develops random features.

UE2:WaveGenerator (U2XMP)

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U2XMP Object >> Actor >> WaveGenerator
Package: 
Engine

$Author: Mfox $ $Date: 6/25/02 11:36p $ $Revision: 3 $ Name: WaveGenerator.uc Author: Aaron R Leiby Date: 18 January 2000 Description: Used to generate a pond ripple effect on WavyMeshes. How to use this class:

Place in the Level relative to the WavyMesh you wish to effect.

(Note: Z position is ignored since WavyMeshes are assumed to be horizontal.

Set the Event of the WaveGenerator to the Tag of the WavyMesh you wish

to effect. (If none is set, then it will effect all WavyMeshes within

its Visibility extents (VisibliltyHeight/VisibilityRadius).

Hook a trigger to it by setting the Event of a Trigger to the Tag of the

WaveGenerator.

Set the WaveGenerator's InitialState to TriggerToggle, TriggerControl or

TriggerTimed. (If TriggerTimed, make sure to set the time interval.)

Set bInitially on as desired.
Set Rate, Magnitude and Wavelength as desired.
Set MaxRadius if radial falloff is desired.

Properties[edit]

Property group 'WaveGenerator'[edit]

bInitiallyOn[edit]

Type: bool

Modifiers: public


bOn[edit]

Type: bool

Modifiers: public


FadeTime[edit]

Type: float

Modifiers: public

Amount of time it takes to fade away after we stop oscillating.

Default value: 3.0

Magnitude[edit]

Type: float

Modifiers: public

Height of each crest (additive to existing vertex magnitude).

Default value: 16.0

MaxRadius[edit]

Type: float

Modifiers: public


Rate[edit]

Type: float

Modifiers: public

How fast this wave oscillates (number of crests per second).

Default value: 2.0

TimerDuration[edit]

Type: float

Modifiers: public


Default value: 3.0

Wavelength[edit]

Type: float

Modifiers: public

Distance between crests.

Default value: 48.0

Internal variables[edit]

bPrevOn[edit]

Type: bool

Modifiers: private


FadeTimer[edit]

Type: float

Modifiers: private

Maintained in C++.

InternalTimer[edit]

Type: float

Modifiers: private


Theta[edit]

Type: float

Modifiers: private

Maintained in C++.

Default values[edit]

Property Value
InitialState 'TriggerTimed'

Events[edit]

PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


States[edit]

TriggerControl[edit]

Modifiers: simulated

TriggerControl.Trigger[edit]

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


TriggerControl.UnTrigger[edit]

simulated function UnTrigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.UnTrigger (global)


TriggerTimed[edit]

Modifiers: simulated

TriggerTimed.Trigger[edit]

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


TriggerToggle[edit]

Modifiers: simulated

TriggerToggle.Trigger[edit]

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)