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UE3:DecalComponent (UDK)

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


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

Modifiers: private, const

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.

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

Current 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

BlendRange[edit]

Type: Object.Vector2D

Start/End blend range specified as an angle in degrees. Controls where to start blending out the decal on a surface

Default value:

Member Value
X 89.5
Y 180.0

DepthBias[edit]

Type: float


Default value: -6.0E-5

ParentRelativeLocation[edit]

Type: Object.Vector

Decal location relative to parent transform used with DecalTransform_OwnerRelative mode

ParentRelativeOrientation[edit]

Type: Object.Rotator

Decal orientation vector relative to parent transform used with DecalTransform_OwnerRelative mode

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.

bHasBeenAttached[edit]

Type: bool

Modifiers: private, transient

TRUE if the decal has already been attached once. Allows for static decals to be reattached

bMovableDecal[edit]

Type: bool

If TRUE, then the decal will recompute its receivers whenever its transform is updated. Allowing for dynamic movable decals

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.

DecalTransform[edit]

Type: EDecalTransform

Modifiers: const

Determines how the Location/Orientation of the decal are used

Default value: DecalTransform_SpawnRelative

FieldOfView[edit]

Type: float

Horizontal field of view.

Default value: 80.0

FracturedStaticMeshComponentIndex[edit]

Type: int

Modifiers: transient

If not -1, specifies the index of the FracturedStaticMeshComponent we hit

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

Modifiers: transient

Decal's frustum location, set in code or copied from DecalActor in UnrealEd.

Orientation[edit]

Type: Object.Rotator

Modifiers: transient

Decal's frustum orientation, set in code or copied from DecalActor in UnrealEd.

OriginalParentRelativeLocation[edit]

Type: Object.Vector

Modifiers: const, private, transient

Decal location relative to parent transform when first attached

OriginalParentRelativeOrientationVec[edit]

Type: Object.Vector

Modifiers: const, private, transient

Decal orientation vector relative to parent transform when first attached

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
bAcceptsDynamicDecals False
bAcceptsDynamicLights False
bCastDynamicShadow False

Enums[edit]

EDecalTransform[edit]

DecalTransform_OwnerAbsolute 
Location/Orientation are obtained from the owning actor's absolute world coordinates
DecalTransform_OwnerRelative 
Location/Orientation are transformed relative to the owning actor's coordinates
DecalTransform_SpawnRelative 
Location/Orientation are relative to the original spawn point in world coordinates

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]

GetDecalMaterial[edit]

native final function MaterialInterface GetDecalMaterial () const

Accessor for decal material

ResetToDefaults[edit]

native final function ResetToDefaults ()

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

SetDecalMaterial[edit]

native final function SetDecalMaterial (MaterialInterface NewDecalMaterial)

setting decal material on decal component. This will force the decal to reattach