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UE3:ParticleModuleTypeDataMesh (UDK)
Object >> ParticleModule >> ParticleModuleTypeDataBase >> ParticleModuleTypeDataMesh |
- Package:
- Engine
- Direct subclass:
- ParticleModuleTypeDataMeshPhysX
- This class in other games:
- UT3
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Properties[edit]
Property group 'CameraFacing'[edit]
bCameraFacing[edit]
Type: bool
If TRUE, then point the X-axis of the mesh towards the camera. When set, AxisLockOption as well as all other locked axis/screen alignment settings are ignored.
CameraFacingOption[edit]
Type: EMeshCameraFacingOptions
The camera facing option to use: All camera facing options without locked axis assume X-axis will be facing the camera. XAxisFacing_NoUp - X-axis camera facing, no attempt to face an axis up or down. XAxisFacing_ZUp - X-axis camera facing, Z-axis of the mesh should attempt to point up. XAxisFacing_NegativeZUp - X-axis camera facing, Z-axis of the mesh should attempt to point down. XAxisFacing_YUp - X-axis camera facing, Y-axis of the mesh should attempt to point up. XAxisFacing_NegativeYUp - X-axis camera facing, Y-axis of the mesh should attempt to point down. All axis-locked camera facing options assume the AxisLockOption is set. EPAL_NONE will be treated as EPAL_X. LockedAxis_ZAxisFacing - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face towards camera. LockedAxis_NegativeZAxisFacing - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face away from camera. LockedAxis_YAxisFacing - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face towards camera. LockedAxis_NegativeYAxisFacing - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face away from camera. All velocity-aligned options do NOT require the ScreenAlignment be set to PSA_Velocity. Doing so will result in additional work being performed... (it will orient the mesh twice). VelocityAligned_ZAxisFacing - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face towards camera. VelocityAligned_NegativeZAxisFacing - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face away from camera. VelocityAligned_YAxisFacing - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face towards camera. VelocityAligned_NegativeYAxisFacing - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face away from camera.
Property group 'Mesh'[edit]
bAllowMotionBlur[edit]
Type: bool
Allow this mesh emitter to render using motion blur. This adds a velocity rendering pass
bOverrideMaterial[edit]
Type: bool
If TRUE, use the emitter material when rendering rather than the one applied to the static mesh model.
Mesh[edit]
Type: StaticMesh
The static mesh to render at the particle positions
MeshAlignment[edit]
Type: EMeshScreenAlignment
The alignment to use on the meshes emitted. The RequiredModule->ScreenAlignment MUST be set to PSA_TypeSpecific to use. One of the following: PSMA_MeshFaceCameraWithRoll Face the camera allowing for rotation around the mesh-to-camera vector (amount provided by the standard particle sprite rotation). PSMA_MeshFaceCameraWithSpin Face the camera allowing for the mesh to rotate about the tangential axis. PSMA_MeshFaceCameraWithLockedAxis Face the camera while maintaining the up vector as the locked direction.
Property group 'Orientation'[edit]
AxisLockOption[edit]
Type: ParticleModuleOrientationAxisLock.EParticleAxisLock
The axis to lock the mesh on. This overrides TypeSpecific mesh alignment as well as the LockAxis module. EPAL_NONE - No locking to an axis. EPAL_X - Lock the mesh X-axis facing towards +X. EPAL_Y - Lock the mesh X-axis facing towards +Y. EPAL_Z - Lock the mesh X-axis facing towards +Z. EPAL_NEGATIVE_X - Lock the mesh X-axis facing towards -X. EPAL_NEGATIVE_Y - Lock the mesh X-axis facing towards -Y. EPAL_NEGATIVE_Z - Lock the mesh X-axis facing towards -Z. EPAL_ROTATE_X - Ignored for mesh emitters. Treated as EPAL_NONE. EPAL_ROTATE_Y - Ignored for mesh emitters. Treated as EPAL_NONE. EPAL_ROTATE_Z - Ignored for mesh emitters. Treated as EPAL_NONE.
Pitch[edit]
Type: float
The 'pre' rotation pitch (in degrees) to apply to the static mesh used.
Roll[edit]
Type: float
The 'pre' rotation roll (in degrees) to apply to the static mesh used.
Yaw[edit]
Type: float
The 'pre' rotation yaw (in degrees) to apply to the static mesh used.
Internal variables[edit]
CameraFacingUpAxisOption[edit]
Type: EMeshCameraFacingUpAxis
Modifiers: deprecated
The axis of the mesh to point up when camera facing the X-axis. CameraFacing_NoneUP No attempt to face an axis up or down. CameraFacing_ZUp Z-axis of the mesh should attempt to point up. CameraFacing_NegativeZUp Z-axis of the mesh should attempt to point down. CameraFacing_YUp Y-axis of the mesh should attempt to point up. CameraFacing_NegativeYUp Y-axis of the mesh should attempt to point down.
CastShadows[edit]
Type: bool
If TRUE, has the meshes cast shadows
DoCollisions[edit]
Type: bool
UNUSED (the collision module dictates doing collisions)
Enums[edit]
EMeshCameraFacingOptions[edit]
- XAxisFacing_NoUp
- XAxisFacing_ZUp
- XAxisFacing_NegativeZUp
- XAxisFacing_YUp
- XAxisFacing_NegativeYUp
- LockedAxis_ZAxisFacing
- LockedAxis_NegativeZAxisFacing
- LockedAxis_YAxisFacing
- LockedAxis_NegativeYAxisFacing
- VelocityAligned_ZAxisFacing
- VelocityAligned_NegativeZAxisFacing
- VelocityAligned_YAxisFacing
- VelocityAligned_NegativeYAxisFacing
EMeshCameraFacingUpAxis[edit]
- CameraFacing_NoneUP
- CameraFacing_ZUp
- CameraFacing_NegativeZUp
- CameraFacing_YUp
- CameraFacing_NegativeYUp
EMeshScreenAlignment[edit]
- PSMA_MeshFaceCameraWithRoll
- PSMA_MeshFaceCameraWithSpin
- PSMA_MeshFaceCameraWithLockedAxis