Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:XProcMesh (UT2004)

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

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

Properties

Property group 'Force'

bForceAffected

Type: bool


Property group 'xProcMesh'

BigHitEffect

Type: class<Effects>


BigMomentumThreshold

Type: float


BigTouchThreshold

Type: float


bRigidEdges

Type: bool


CheckCollision

Type: bool


Default value: True

Dampening

Type: float

should be less than < 1.0f

Default value: 0.5

DampeningRange

Type: Object.Range


Default value:

Member Value
Max 4.0
Min -4.0

ForceAttenuation

Type: float


Default value: 1.0

ForceClamp

Type: Object.Range


Default value:

Member Value
Max 20.0
Min -20.0

HitEffect

Type: class<Effects>


InfluenceRadius

Type: float


MovementClamp

Type: Object.Range


Default value:

Member Value
Max 50.0
Min -50.0

Noise

Type: float


Default value: 0.1

NoiseForce

Type: Object.Range


Default value:

Member Value
Max 1.0
Min -1.0

NoiseTimer

Type: Object.Range


Default value:

Member Value
Max 3.0
Min 2.0

ProcType

Type: EProcMeshType


RestTension

Type: float


Default value: 0.4

ShootStrength

Type: float


Tension

Type: float


Default value: 0.4

TouchStrength

Type: float


Internal variables

NoiseCounter

Type: float

Modifiers: transient


pProcData

Type: pointer

Modifiers: const, transient

todo: take this out and serialize most things

SectionOffsets

Type: array<int>

Modifiers: const


Vertices

Type: array<ProcMeshVertex>

Modifiers: const


Default values

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

EProcMeshType

MT_Water 
MT_Deform 

Structs

ProcMeshVertex

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

Functions

Native functions

ProcPling

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


Events

TakeDamage

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

Overrides: Actor.TakeDamage


Touch

simulated event Touch (Actor Other)

Overrides: Actor.Touch