Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:DecalComponent (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 07:40, 23 May 2008 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> Component >> ActorComponent >> PrimitiveComponent >> DecalComponent
Package: 
Engine
This class in other games:
UDK

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]

Type: array<Actor>

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]

Type: array<int>

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]

native final function ResetToDefaults ()

detaches the component and resets the component's properties to the values of its template