My program doesn't have bugs. It just develops random features.
UE2:WaveGenerator (U2XMP)
Contents
- Package:
- Engine
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$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:
(Note: Z position is ignored since WavyMeshes are assumed to be horizontal.
to effect. (If none is set, then it will effect all WavyMeshes within
its Visibility extents (VisibliltyHeight/VisibilityRadius).
WaveGenerator.
TriggerTimed. (If TriggerTimed, make sure to set the time interval.)
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]
Overrides: Actor.PreBeginPlay
States[edit]
TriggerControl[edit]
Modifiers: simulated
TriggerControl.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerControl.UnTrigger[edit]
Overrides: Actor.UnTrigger (global)
TriggerTimed[edit]
Modifiers: simulated
TriggerTimed.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerToggle[edit]
Modifiers: simulated
TriggerToggle.Trigger[edit]
Overrides: Actor.Trigger (global)