Gah - a solution with more questions. – EntropicLqd
UE3:DecalManager (UDK)
Contents
- Package:
- Engine
- Direct subclasses:
- GameDecalManager, UTDecalManager
- This class in other games:
- UT3
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Properties
ActiveDecals
Type: array<ActiveDecalInfo>
DecalBlendRange
Type: Object.Vector2D
default decal blend range
Default value:
Member | Value |
---|---|
X | 89.5 |
Y | 180.0 |
DecalDepthBias
Type: float
default depth bias offset
Default value: -6.0E-5
DecalLifeSpan
Type: float
Modifiers: globalconfig
default lifetime for decals
Default value: 30.0
DecalTemplate
Type: DecalComponent
Modifiers: protected
template to base pool components off of - should not be used for decals or attached to anything
Default value: DecalComponent'BaseDecal'
MaxActiveDecals
Type: int
maximum allowed active components - if this is greater than 0 and is exceeded, the oldest active decal is taken
PoolDecals
Type: array<DecalComponent>
components currently in the pool
Default values
Property | Value |
---|---|
CollisionType | COLLIDE_CustomDefault |
TickGroup | TG_DuringAsyncWork |
Subobjects
BaseDecal
Class: Engine.DecalComponent
Property | Value |
---|---|
bIgnoreOwnerHidden | True |
ReplacementPrimitive | None |
Structs
ActiveDecalInfo
Modifiers: native
components currently active in the world and how much longer they will be
- DecalComponent Decal
- float LifetimeRemaining
Functions
Static native functions
AreDynamicDecalsEnabled
Returns:
- whether dynamic decals are enabled
Other static functions
SetDecalParameters
This will set all of the various decal parameters. This is the function that should be updated when there are new Decal Paramaters that exist that should be updated by game code
Parameters:
- InExistingDecal - If you have an existing decal that you want to set all the params on.
- DecalMaterial - the material to use for the decal
- Width - decal width
- Height - decal height
- Thickness - decal thickness (used to calculate the nearplane/farplane values)
- bNoClip - if true, use the bNoClip code path for decal generation (requires DecalMaterial to have clamped texture coordinates)
- DecalRotation - rotation of the decal in degrees
- HitComponent - if specified, will only project on this component (optimization)
- bProjectOnTerrain - whether decal can project on skeletal meshes (default false)
- HitBone - if HitComponent is a skeletal mesh, the bone that was hit
- HitNodeIndex - if HitComponent is BSP, the node that was hit
- HitLevelIndex - if HitComponent is BSP, the index of the level whose BSP was hit
- InFracturedStaticMeshComponentIndex - The index of the FracturedMesh component. -1/INDEX_NONE if the decal should project onto both the shell and core of the FracturedMeshActor
- DepthBias - depth bias offset to control z-fighting
- BlendRange - Start/End blend range specified as an angle in degrees. Controls where to start blending out the decal on a surface
Events
DecalFinished
Called when the given decal's lifetime has run out
Note: caller responsible for removing from ActiveDecals array (this is to prevent code iterating the array from having dependencies on this function)
Other instance functions
CanSpawnDecals
Returns:
- whether spawning decals is allowed right now
GetPooledComponent
Returns:
- a decal from the pool, or a new one if the pool was empty
SpawnDecal
Spawns a decal with the given parameters, taking a component from the pool or creating as necessary.
Parameters:
- DecalMaterial - the material to use for the decal
- Width - decal width
- Height - decal height
- Thickness - decal thickness (used to calculate the nearplane/farplane values)
- bNoClip - if true, use the bNoClip code path for decal generation (requires DecalMaterial to have clamped texture coordinates)
- DecalRotation - opt) rotation of the decal in degrees
- HitComponent - opt) if specified, will only project on this component (optimization)
- bProjectOnTerrain - opt) whether decal can project on skeletal meshes (default false)
- HitBone - opt) if HitComponent is a skeletal mesh, the bone that was hit
- HitNodeIndex - opt) if HitComponent is BSP, the node that was hit
- HitLevelIndex - opt) if HitComponent is BSP, the index of the level whose BSP was hit
- InDecalLifeSpan - lifetime for the decal
- InFracturedStaticMeshComponentIndex - The index of the FracturedMesh component. -1/INDEX_NONE if the decal should project onto both the shell and core of the FracturedMeshActor
- DepthBias - depth bias offset to control z-fighting
- BlendRange - Start/End blend range specified as an angle in degrees. Controls where to start blending out the decal on a surface
Returns:
- the DecalComponent that will be used (may be None if dynamic decals are disabled)
Note: the component is returned so the caller can perform any additional modifications (parameters, etc), but it shouldn't keep the reference around as the component will be returned to the pool as soon as the lifetime runs out