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

UE2:XProcMesh (UT2003)

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UT2003 Object >> Actor >> XProcMesh
Package: 
Engine
This class in other games:
UT2004

xProcMesh - Procedural mesh actor Copyright 2001 Digital Extremes - All Rights Reserved. Confidential.

Properties[edit]

Property group 'Force'[edit]

bForceAffected[edit]

Type: bool


Property group 'xProcMesh'[edit]

BigHitEffect[edit]

Type: class<Effects>


BigMomentumThreshold[edit]

Type: float


BigTouchThreshold[edit]

Type: float


bRigidEdges[edit]

Type: bool


CheckCollision[edit]

Type: bool


Default value: True

Dampening[edit]

Type: float

should be less than < 1.0f

Default value: 0.5

DampeningRange[edit]

Type: Object.Range


Default value:

Member Value
Max 4.0
Min -4.0

ForceAttenuation[edit]

Type: float


Default value: 1.0

ForceClamp[edit]

Type: Object.Range


Default value:

Member Value
Max 20.0
Min -20.0

HitEffect[edit]

Type: class<Effects>


InfluenceRadius[edit]

Type: float


MovementClamp[edit]

Type: Object.Range


Default value:

Member Value
Max 50.0
Min -50.0

Noise[edit]

Type: float


Default value: 0.1

NoiseForce[edit]

Type: Object.Range


Default value:

Member Value
Max 1.0
Min -1.0

NoiseTimer[edit]

Type: Object.Range


Default value:

Member Value
Max 3.0
Min 2.0

ProcType[edit]

Type: EProcMeshType


RestTension[edit]

Type: float


Default value: 0.4

ShootStrength[edit]

Type: float


Tension[edit]

Type: float


Default value: 0.4

TouchStrength[edit]

Type: float


Internal variables[edit]

NoiseCounter[edit]

Type: float

Modifiers: transient


pProcData[edit]

Type: pointer

Modifiers: const, transient

todo: take this out and serialize most things

SectionOffsets[edit]

Type: array<int>

Modifiers: const


Vertices[edit]

Type: array<ProcMeshVertex>

Modifiers: const


Default values[edit]

Property Value
bCollideActors True
bLightingVisibility False
bNoDelete True
bProjTarget True
bUseCylinderCollision True
CollisionHeight 80.0
CollisionRadius 80.0
DrawType DT_Particle
Texture S_Emitter

Enums[edit]

EProcMeshType[edit]

MT_Water 
MT_Deform 

Structs[edit]

ProcMeshVertex[edit]

Object.Vector Position 
Object.Vector Normal 
Object.Color Color 
float
float

Functions[edit]

Native functions[edit]

ProcPling[edit]

native final function ProcPling (Object.Vector Position, float Strength, float Radius, out Object.Vector EffectLocation, out Object.Vector EffectNormal)


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