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UE2:XWeatherEffect (UT2004)

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


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
Member Value
Max 300.0
Min -300.0
Y
Member Value
Max 300.0
Min -300.0
Z
Member Value
Max 300.0
Min -100.0

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

Type: array<Volume>

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.

Structs

WeatherPcl

Object.Vector Pos 
Object.Vector Vel 
float Life 
float Size 
float HitTime 
float InvLifeSpan 
float DistAtten 
byte frame 
byte Dummy1 
byte Visible 
byte Dummy2