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UE3:FluidSurfaceComponent (UDK)
Object >> Component >> ActorComponent >> PrimitiveComponent >> FluidSurfaceComponent |
Contents
- 1 Properties
- 1.1 Property group 'Fluid'
- 1.1.1 DeactivationDistance
- 1.1.2 EnableDetail
- 1.1.3 EnableSimulation
- 1.1.4 FluidDamping
- 1.1.5 FluidHeightScale
- 1.1.6 FluidTravelSpeed
- 1.1.7 FluidUpdateRate
- 1.1.8 ForceContinuous
- 1.1.9 ForceImpact
- 1.1.10 GPUTessellationFactor
- 1.1.11 GridSpacing
- 1.1.12 GridSpacingLowRes
- 1.1.13 LightingContrast
- 1.1.14 SimulationQuadsX
- 1.1.15 SimulationQuadsY
- 1.1.16 TargetDetail
- 1.1.17 TargetSimulation
- 1.2 Property group 'FluidDebug'
- 1.2.1 bPause
- 1.2.2 bShowDetailNormals
- 1.2.3 bShowDetailPosition
- 1.2.4 bShowFluidDetail
- 1.2.5 bShowFluidSimulation
- 1.2.6 bShowSimulationNormals
- 1.2.7 bShowSimulationPosition
- 1.2.8 bTestRipple
- 1.2.9 bTestRippleCenterOnDetail
- 1.2.10 NormalLength
- 1.2.11 TestRippleFrequency
- 1.2.12 TestRippleRadius
- 1.2.13 TestRippleSpeed
- 1.3 Property group 'FluidDetail'
- 1.4 Property group 'FluidSurfaceComponent'
- 1.5 Property group 'Lighting'
- 1.6 Property group 'Lightmass'
- 1.7 Internal variables
- 1.8 Default values
- 1.1 Property group 'Fluid'
- 2 Structs
- 3 Native functions
- Package:
- Engine
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Utility component for drawing an interactive body of fluid.
Origin is at the component location.
Properties
Property group 'Fluid'
DeactivationDistance
Type: float
Distance between the camera and the closest fluid edge where the fluid will deactivate and start rendering as a simple flat quad.
Default value: 3000.0
EnableDetail
Type: bool
Whether the detail simulation grid should be used or not
Default value: True
EnableSimulation
Type: bool
Whether the vertex positions in the simulation grid should be animated or not
Default value: True
FluidDamping
Type: float
How much to dampen the amplitude of waves in the fluid (0.0-30.0)
Default value: 1.0
FluidHeightScale
Type: float
Wave height scale - higher value produces higher waves
Default value: 1.0
FluidTravelSpeed
Type: float
Wave travel speed factor for the simulation grid (0.0-1.0)
Default value: 1.0
FluidUpdateRate
Type: float
Fluid update rate in number of updates per second
Default value: 30.0
ForceContinuous
Type: float
How much ripple to make when an Actor moves through the fluid.
Default value: -200.0
ForceImpact
Type: float
How much ripple to make when fluid is hit by a weapon or touched by a object for the first time.
Default value: -3.0
GPUTessellationFactor
Type: float
How much the GPU should tessellate the fluid grid. (Only used on platforms that completely supports GPU tessellation.)
Default value: 1.0
GridSpacing
Type: float
The size of a grid cell in the vertex simulation (in world space units)
Default value: 10.0
GridSpacingLowRes
Type: float
Fluids automatically draw a low-resolution grid when they are deactivated. A reasonable value is needed for vertex fogging to work when the fluid is translucent. A maximum of 65000 vertices are allowed before GridSpacingLowRes is clamped.
Default value: 800.0
LightingContrast
Type: float
Increasing this value adds more contrast to the lighting by exaggerating the curvature for the fluid normals.
Default value: 1.0
SimulationQuadsX
Type: int
Number of quads in the simulated grid (along the X-axis)
Default value: 200
SimulationQuadsY
Type: int
Number of quads in the simulated grid (along the Y-axis)
Default value: 200
TargetDetail
Type: Actor
Target actor which the detail texture will center around. If none is provided, the detail texture will center around the active camera.
TargetSimulation
Type: Actor
Target actor which the simulation grid will center around. If none is provided, the simulation grid will center around the active camera.
Property group 'FluidDebug'
bPause
Type: bool
Modifiers: transient
Whether to update the fluid or pause it
bShowDetailNormals
Type: bool
Whether to render an overlay of the detail normal for debugging
bShowDetailPosition
Type: bool
Whether to visualize the placement of the detail texture
bShowFluidDetail
Type: bool
Modifiers: transient
Whether to show the detail normalmap on the fluid
Default value: True
bShowFluidSimulation
Type: bool
Modifiers: transient
Whether to visualize the height of the main fluid grid
Default value: True
bShowSimulationNormals
Type: bool
Modifiers: transient
Whether to render lines for normals
bShowSimulationPosition
Type: bool
Whether to visualize the placement of the simulated grid
bTestRipple
Type: bool
Whether to enable a force for debugging
bTestRippleCenterOnDetail
Type: bool
Whether the test ripple should center on the detail texture or the main grid.
NormalLength
Type: float
The length of the visualized normals, when bShowSimulationNormals is turned on
Default value: 10.0
TestRippleFrequency
Type: float
Number of seconds between each pling on the test ripple. 0 makes it continuous.
Default value: 1.0
TestRippleRadius
Type: float
Radius of the test ripple, in world space
Default value: 30.0
TestRippleSpeed
Type: float
Angular speed of the test ripple
Default value: 1.0
Property group 'FluidDetail'
DetailDamping
Type: float
How much to dampen the amplitude of waves in the detail texture (0.0-30.0)
Default value: 1.0
DetailHeightScale
Type: float
Wave height scale for the detail texture - higher value produces higher waves
Default value: 1.0
DetailResolution
Type: int
Number of simulation cells along each axis in the detail texture
Default value: 256
DetailSize
Type: float
World space size of one edge of the detail texture
Default value: 500.0
DetailTransfer
Type: float
How much of an applied force should be transferred to the detail texture (0.0-1.0)
Default value: 0.5
DetailTravelSpeed
Type: float
Wave travel speed factor for the detail texture (0.0-1.0)
Default value: 1.0
DetailUpdateRate
Type: float
Fluid update rate in number of updates per second
Default value: 30.0
Property group 'FluidSurfaceComponent'
FluidMaterial
Type: MaterialInterface
Surface material
Property group 'Lighting'
LightmapResolution
Type: int
Resolution of the fluid's texture lightmap.
Default value: 128
Property group 'Lightmass'
LightmassSettings
Type: EngineTypes.LightmassPrimitiveSettings
The Lightmass settings for this object.
Default value:
Member | Value |
---|---|
DiffuseBoost | 1.0 |
EmissiveBoost | 1.0 |
EmissiveLightFalloffExponent | 2.0 |
FullyOccludedSamplesFraction | 1.0 |
SpecularBoost | 1.0 |
Internal variables
ClampMap
Modifiers: const
Stores a 1 for each clamped vertex that should not be simulated, and a 0 for each vertex that should be simulated.
DeactivationTimer
Type: float
Modifiers: private, native, transient
DetailPosition
Type: Object.Vector
Modifiers: private, native, transient
FluidHeight
Type: float
Modifiers: private
Default value: 2000.0
FluidSimulation
Type: pointer{class FFluidSimulation}
Modifiers: private, native, transient, const
All transient member variables are contained inside the FFluidSurfaceInfo object.
FluidWidth
Type: float
Modifiers: private
Default value: 2000.0
LightMap
Type: LightMapRef
Modifiers: native, private, const
Reference to the texture lightmap resource.
ShadowMaps
Type: array<ShadowMap2D>
Modifiers: private, const
SimulationPosition
Type: Object.Vector
Modifiers: private, native, transient
TestRippleAngle
Type: float
Modifiers: private, native, transient
TestRippleTime
Type: float
Modifiers: private, native, transient
ViewDistance
Type: float
Modifiers: private, native, transient
Default values
Property | Value |
---|---|
bAcceptsLights | True |
bForceDirectLightMap | True |
bIgnoreNearPlaneIntersection | True |
BlockNonZeroExtent | True |
BlockZeroExtent | True |
bTickInEditor | True |
bUsePrecomputedShadows | True |
CollideActors | True |
Structs
LightMapRef
- pointer Reference
Native functions
ApplyForce
Apply a force to the fluid.
SetDetailPosition
Set the position of the origin of the detail texture, within the fluid.
SetSimulationPosition
Set the position of the origin of the simulation grid, within the fluid.