Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:FogVolumeDensityInfo (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Info >> FogVolumeDensityInfo
Package: 
Engine
Direct subclasses:
FogVolumeConeDensityInfo, FogVolumeConstantDensityInfo, FogVolumeLinearHalfspaceDensityInfo, FogVolumeSphericalDensityInfo
This class in other games:
UT3


Properties[edit]

Property group 'FogVolumeDensityInfo'[edit]

AutomaticMeshComponent[edit]

Type: StaticMeshComponent

The automatic mesh component, which sizes with this fog volume actor. This mesh component gets rendered with FogMaterial. It is optional, and individual actors can be specified using the FogVolumeActors array instead.

Default value: StaticMeshComponent'AutomaticMeshComponent0'

DensityComponent[edit]

Type: FogVolumeDensityComponent

The fog component which stores data specific to each density function.

Internal variables[edit]

bEnabled[edit]

Type: bool

Modifiers: repnotify

replicated copy of HeightFogComponent's bEnabled property

Default values[edit]

Property Value
bNoDelete True
CollisionType COLLIDE_CustomDefault
Components[1] StaticMeshComponent'AutomaticMeshComponent0'

Subobjects[edit]

AutomaticMeshComponent0[edit]

Class: Engine.StaticMeshComponent

Property Value
bAcceptsDynamicDecals False
bAcceptsDynamicLights False
bAcceptsFoliage False
bAcceptsLights False
bAcceptsStaticDecals False
bCastDynamicShadow False
bIgnoreOwnerHidden True
BlockRigidBody False
bSelectable False
bUseAsOccluder False
CastShadow False
ReplacementPrimitive None
StaticMesh StaticMesh'EngineMeshes.Cube'
WireframeColor
Member Value
A 255
B 200
G 100
R 100

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: Info.Sprite

Property Value
ReplacementPrimitive None

Structs[edit]

CheckpointRecord[edit]

bool bEnabled 

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Other instance functions[edit]

ApplyCheckpointRecord[edit]

function ApplyCheckpointRecord (const out CheckpointRecord Record)


CreateCheckpointRecord[edit]

function CreateCheckpointRecord (out CheckpointRecord Record)


OnToggle[edit]

simulated function OnToggle (SeqAct_Toggle action)


ShouldSaveForCheckpoint[edit]

function bool ShouldSaveForCheckpoint ()