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UE3:DecalComponent (UT3)
Object >> Component >> ActorComponent >> PrimitiveComponent >> DecalComponent |
Contents
- 1 Properties
- 1.1 Property group 'Decal'
- 1.2 Property group 'DecalFilter'
- 1.3 Property group 'DecalRender'
- 1.4 Internal variables
- 1.4.1 bFlipBackfaceDirection
- 1.4.2 bStaticDecal
- 1.4.3 DecalReceivers
- 1.4.4 FieldOfView
- 1.4.5 HitBinormal
- 1.4.6 HitBone
- 1.4.7 HitComponent
- 1.4.8 HitLevelIndex
- 1.4.9 HitLocation
- 1.4.10 HitNodeIndex
- 1.4.11 HitNodeIndices
- 1.4.12 HitNormal
- 1.4.13 HitTangent
- 1.4.14 Location
- 1.4.15 Orientation
- 1.4.16 Planes
- 1.4.17 ReleaseResourcesFence
- 1.4.18 StaticReceivers
- 1.5 Default values
- 2 Enums
- 3 Structs
- 4 Native functions
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'Decal'[edit]
bNoClip[edit]
Type: bool
If FALSE (the default), use precise clipping to compute the decal geometry. If TRUE, decal geometry generation is faster, but the decal material will have to use clamped texture coordinates.
DecalMaterial[edit]
Type: MaterialInterface
Decal material.
DecalRotation[edit]
Type: float
Decal in-plane rotation, in degrees.
FarPlane[edit]
Type: float
Far plane clip distance.
Default value: 300.0
Height[edit]
Type: float
Decal world space height.
Default value: 200.0
NearPlane[edit]
Type: float
Near plane clip distance.
OffsetX[edit]
Type: float
Decal offset along the tangent.
OffsetY[edit]
Type: float
Decal offset along the binormal.
Thickness[edit]
Type: float
Decal world space depth.
Default value: 10.0
TileX[edit]
Type: float
Decal tiling along the tangent.
Default value: 1.0
TileY[edit]
Type: float
Decal tiling along the binormal.
Default value: 1.0
Width[edit]
Type: float
Decal world space width.
Default value: 200.0
Property group 'DecalFilter'[edit]
bProjectOnBackfaces[edit]
Type: bool
If FALSE (the default), don't project decal onto back-facing polygons.
bProjectOnBSP[edit]
Type: bool
If FALSE, don't project decal onto BSP.
Default value: True
bProjectOnHidden[edit]
Type: bool
If FALSE (the default), don't project decal onto hidden receivers.
bProjectOnSkeletalMeshes[edit]
Type: bool
If FALSE, don't project decal onto skeletal meshes.
Default value: True
bProjectOnStaticMeshes[edit]
Type: bool
If FALSE, don't project decal onto static meshes.
Default value: True
bProjectOnTerrain[edit]
Type: bool
If FALSE, don't project decal onto terrain.
Default value: True
Filter[edit]
Component filter.
FilterMode[edit]
Type: EFilterMode
Currect filter application mode.
ReceiverImages[edit]
Type: array<PrimitiveComponent>
Hack: Gears hack to avoid an octree look-up for level-placed decals. To be replaced with receiver serialization after ship.
Property group 'DecalRender'[edit]
BackfaceAngle[edit]
Type: float
Dot product of the minimum angle that surfaces can make with the decal normal to be considered backfacing.
Default value: 0.0010
DepthBias[edit]
Type: float
Default value: -2.0E-5
SlopeScaleDepthBias[edit]
Type: float
SortOrder[edit]
Type: int
Controls the order in which decal elements are rendered. Higher values draw later (on top).
Internal variables[edit]
bFlipBackfaceDirection[edit]
Type: bool
If TRUE, invert the direction considered to be backfacing receiver triangles. Set e.g. when decal actors are mirrored.
bStaticDecal[edit]
Type: bool
Modifiers: const
TRUE for decals created in the editor, FALSE for decals created at runtime.
DecalReceivers[edit]
Type: array<DecalReceiver>
Modifiers: private, noimport, duplicatetransient, const
List of receivers to which this decal is attached.
FieldOfView[edit]
Type: float
Horizontal field of view.
Default value: 80.0
HitBinormal[edit]
Type: Object.Vector
Decal's impact binormal, as computed by eg weapon trace.
HitBone[edit]
Type: name
Modifiers: transient
The name of hit bone.
HitComponent[edit]
Type: PrimitiveComponent
Modifiers: transient
If non-NULL, consider HitComponent only when computing receivers.
HitLevelIndex[edit]
Type: int
Modifiers: transient
If not -1, specifies the level into the world's level array of the BSP node that was hit.
HitLocation[edit]
Type: Object.Vector
Decal's impact location, as computed by eg weapon trace.
HitNodeIndex[edit]
Type: int
Modifiers: transient
If not -1, specifies the index of the BSP node that was hit.
HitNodeIndices[edit]
Modifiers: private, const, transient
Used to pass information of which BSP nodes where hit
HitNormal[edit]
Type: Object.Vector
Decal's impact normal, as computed by eg weapon trace.
HitTangent[edit]
Type: Object.Vector
Decal's impact tangent, as computed by eg weapon trace.
Location[edit]
Type: Object.Vector
Decal's frustum location, set in code or copied from DecalActor in UnrealEd.
Orientation[edit]
Type: Object.Rotator
Decal's frustum orientation, set in code or copied from DecalActor in UnrealEd.
Planes[edit]
Type: array<Object.Plane>
Modifiers: private, transient
Ortho planes.
ReleaseResourcesFence[edit]
Type: pointer{FRenderCommandFence}
Modifiers: native, const, transient, duplicatetransient
Command fence used to shut down properly.
StaticReceivers[edit]
Type: array<pointer{class FStaticReceiverData}>
Modifiers: native, private, noimport, transient, duplicatetransient, const
List of receivers for static decals. Empty if the decal has bStaticDecal=FALSE.
Default values[edit]
Property | Value |
---|---|
bAcceptsDynamicLights | False |
bCastDynamicShadow | False |
Enums[edit]
EFilterMode[edit]
Specifies how the decal application filter should be interpreted.
- FM_None
- Filter is ignored.
- FM_Ignore
- Filter specifies list of components to ignore.
- FM_Affect
- Filter specifies list of components to affect.
Structs[edit]
DecalReceiver[edit]
Modifiers: native
A decal receiver and its associated render data.
- PrimitiveComponent Component
- pointer{class FDecalRenderData} RenderData
Native functions[edit]
ResetToDefaults[edit]
detaches the component and resets the component's properties to the values of its template