Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:DecalManager (UT3)
Contents
- Package:
- Engine
- Direct subclass:
- UTDecalManager
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
ActiveDecals
Type: array<ActiveDecalInfo>
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 |
Subobjects
BaseDecal
Class: Engine.DecalComponent
No new values.
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
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
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
- 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
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