UE2:XWeatherEffect (UT2004)
- Package:
- Engine
- This class in other games:
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An easy to use system to create weather in your maps. It basically carries the area in which particles are spawned all the time infront of the local player, so you don't need to waste ressources by using Emitters to cover your whole map.
Particles don't collide with any geometry, but you can use the ExcludeTag of Volumes in combination with the Tag of this Actor in order to prevent particles from being spawned inside those Volumes.
Weather is only visible if the user has enabled Weather in his settings. By default this actor has bHighDetail set to True, means it will also only appear for users that have WorldDetail at least on 'Normal' unless you change that variable.
Properties
Property group 'Force'
bForceAffected
Type: bool
Property group 'xWeatherEffect'
deviation
Type: float
Default value: 0.4
EyeSizeClamp
Type: Object.Range
Life
Type: Object.Range
Defines a random range of how long a single particle may exist before it disappears.
Default value:
Member | Value |
---|---|
Max | 4.0 |
Min | 3.0 |
maxPclEyeDist
Type: float
The distance infront of the camera up to wich raindrops are spawned.
Default value: 590.0
numCols
Type: float
Default value: 4.0
numParticles
Type: int
How many particles may exist at a time, so if your particles have a long life time, you might end up with waiting until some of them died before new particles are spawned. Artifacts may appear if you use a too high value (about 8000 and more).
Default value: 1024
numRows
Type: float
Default value: 4.0
Position
Type: Object.RangeVector
This defines in which range particles are spawned relative to the camera. Basically you define a box with your own camera perspective as 0|0|0 and carry and rotate this box around as you move and within this box can particles be spawned.
Default value:
Member | Value | ||||||
---|---|---|---|---|---|---|---|
X |
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Y |
| ||||||
Z |
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Size
Type: Object.Range
The particles get scaled by a random value of this range when they spawn.
Default value:
Member | Value |
---|---|
Max | 5.0 |
Min | 4.0 |
spawnVel
Type: Object.Vector
This defines the basic direction that the particles will move towards after they spawned.
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | -1.0 |
Speed
Type: Object.Range
Random range. How fast the particles move. They will travel more space of the screen at the same life time if the velocity is high.
Default value:
Member | Value |
---|---|
Max | 200.0 |
Min | 100.0 |
WeatherType
Type: EWeatherType
What kind of particles should be spawned.
Default value: WT_Snow
Internal variables
box
Type: Object.Box
Modifiers: transient
The volume in which particles can be spawned.
eyeDir
Type: Object.Vector
Modifiers: transient
eyeMoveVec
Type: Object.Vector
Modifiers: transient
eyePos
Type: Object.Vector
Modifiers: transient
eyeVel
Type: float
Modifiers: transient
noReference
Type: bool
Modifiers: transient
This effect isn't referenced by any volume
numActive
Type: int
Modifiers: transient
numFrames
Type: float
Modifiers: transient
pcl
Type: array<WeatherPcl>
Modifiers: transient
pclBlockers
Modifiers: transient
The Volumes whose ExcludeTag matches our WeatherEffect.
spawnOrigin
Type: Object.Vector
Modifiers: transient
spawnVecU
Type: Object.Vector
spawnVecV
Type: Object.Vector
texU
Type: float
Modifiers: transient
texV
Type: float
Modifiers: transient
Default values
Property | Value |
---|---|
bGameRelevant | True |
bHighDetail | True |
bNoDelete | True |
bUnlit | True |
DrawScale | 4.0 |
DrawType | DT_Particle |
RemoteRole | ROLE_SimulatedProxy |
Style | STY_Translucent |
Enums
EWeatherType
This defines three different types of weather to choose from.
- WT_Rain
- Longer particles that look like rain.
- WT_Snow
- Small round white dots that look like snow.
- WT_Dust
- Not really a difference to snow.