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UE3:DecalComponent (UT3)

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UT3 Object >> Component >> ActorComponent >> PrimitiveComponent >> DecalComponent
Package: 
Engine
This class in other games:
UDK

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

Type: array<Actor>

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.

Default value: 0.0010

DepthBias

Type: float


Default value: -2.0E-5

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

Type: array<int>

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

native final function ResetToDefaults ()

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