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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
Property group 'Decal'
bNoClip
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
Type: MaterialInterface
Decal material.
DecalRotation
Type: float
Decal in-plane rotation, in degrees.
FarPlane
Type: float
Far plane clip distance.
Default value: 300.0
Height
Type: float
Decal world space height.
Default value: 200.0
NearPlane
Type: float
Near plane clip distance.
OffsetX
Type: float
Decal offset along the tangent.
OffsetY
Type: float
Decal offset along the binormal.
Thickness
Type: float
Decal world space depth.
Default value: 10.0
TileX
Type: float
Decal tiling along the tangent.
Default value: 1.0
TileY
Type: float
Decal tiling along the binormal.
Default value: 1.0
Width
Type: float
Decal world space width.
Default value: 200.0
Property group 'DecalFilter'
bProjectOnBackfaces
Type: bool
If FALSE (the default), don't project decal onto back-facing polygons.
bProjectOnBSP
Type: bool
If FALSE, don't project decal onto BSP.
Default value: True
bProjectOnHidden
Type: bool
If FALSE (the default), don't project decal onto hidden receivers.
bProjectOnSkeletalMeshes
Type: bool
If FALSE, don't project decal onto skeletal meshes.
Default value: True
bProjectOnStaticMeshes
Type: bool
If FALSE, don't project decal onto static meshes.
Default value: True
bProjectOnTerrain
Type: bool
If FALSE, don't project decal onto terrain.
Default value: True
Filter
Component filter.
FilterMode
Type: EFilterMode
Currect filter application mode.
ReceiverImages
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'
BackfaceAngle
Type: float
Dot product of the minimum angle that surfaces can make with the decal normal to be considered backfacing.
DepthBias
Type: float
SlopeScaleDepthBias
Type: float
SortOrder
Type: int
Controls the order in which decal elements are rendered. Higher values draw later (on top).
Internal variables
bFlipBackfaceDirection
Type: bool
If TRUE, invert the direction considered to be backfacing receiver triangles. Set e.g. when decal actors are mirrored.
bStaticDecal
Type: bool
Modifiers: const
TRUE for decals created in the editor, FALSE for decals created at runtime.
DecalReceivers
Type: array<DecalReceiver>
Modifiers: private, noimport, duplicatetransient, const
List of receivers to which this decal is attached.
FieldOfView
Type: float
Horizontal field of view.
Default value: 80.0
HitBinormal
Type: Object.Vector
Decal's impact binormal, as computed by eg weapon trace.
HitBone
Type: name
Modifiers: transient
The name of hit bone.
HitComponent
Type: PrimitiveComponent
Modifiers: transient
If non-NULL, consider HitComponent only when computing receivers.
HitLevelIndex
Type: int
Modifiers: transient
If not -1, specifies the level into the world's level array of the BSP node that was hit.
HitLocation
Type: Object.Vector
Decal's impact location, as computed by eg weapon trace.
HitNodeIndex
Type: int
Modifiers: transient
If not -1, specifies the index of the BSP node that was hit.
HitNodeIndices
Modifiers: private, const, transient
Used to pass information of which BSP nodes where hit
HitNormal
Type: Object.Vector
Decal's impact normal, as computed by eg weapon trace.
HitTangent
Type: Object.Vector
Decal's impact tangent, as computed by eg weapon trace.
Location
Type: Object.Vector
Decal's frustum location, set in code or copied from DecalActor in UnrealEd.
Orientation
Type: Object.Rotator
Decal's frustum orientation, set in code or copied from DecalActor in UnrealEd.
Planes
Type: array<Object.Plane>
Modifiers: private, transient
Ortho planes.
ReleaseResourcesFence
Type: pointer{FRenderCommandFence}
Modifiers: native, const, transient, duplicatetransient
Command fence used to shut down properly.
StaticReceivers
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
Property | Value |
---|---|
bAcceptsDynamicLights | False |
bCastDynamicShadow | False |
Enums
EFilterMode
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
DecalReceiver
Modifiers: native
A decal receiver and its associated render data.
- PrimitiveComponent Component
- pointer{class FDecalRenderData} RenderData
Native functions
ResetToDefaults
detaches the component and resets the component's properties to the values of its template