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Difference between revisions of "UE3:PBRuleNodeMesh (UDK)"
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==Structs== | ==Structs== | ||
+ | ===BuildingMatOverrides=== | ||
+ | '''[[Structs#Modifiers|Modifiers]]:''' native | ||
+ | |||
+ | Stores all the options that can be applied to one section of a mesh | ||
+ | ; [[array]]<{{cl|MaterialInterface}}> MaterialOptions : Array of materials, one of which will be selected for a certain section | ||
+ | |||
===BuildingMeshInfo=== | ===BuildingMeshInfo=== | ||
'''[[Structs#Modifiers|Modifiers]]:''' native | '''[[Structs#Modifiers|Modifiers]]:''' native | ||
Line 63: | Line 69: | ||
; [[bool]] bOverrideMeshLightMapRes : If TRUE, use OverriddenLightMapRes instead of resolution set on the mesh. | ; [[bool]] bOverrideMeshLightMapRes : If TRUE, use OverriddenLightMapRes instead of resolution set on the mesh. | ||
; [[int]] OverriddenMeshLightMapRes : Resolution to use for lighting on this mesh, if bOverrideMeshLightMapRes is TRUE. | ; [[int]] OverriddenMeshLightMapRes : Resolution to use for lighting on this mesh, if bOverrideMeshLightMapRes is TRUE. | ||
− | ; [[array]]<{{cl|MaterialInterface}}> MaterialOverrides : | + | ; [[array]]<{{cl|MaterialInterface}}> MaterialOverrides : DEPRECATED |
+ | ; [[array]]<{{tl|BuildingMatOverrides}}> SectionOverrides : Specifies options for overriding material on each section of the mesh | ||
'''Default values:''' | '''Default values:''' | ||
Line 87: | Line 94: | ||
{{code|native function [[int]] '''PickRandomBuildingMesh''' ()}} | {{code|native function [[int]] '''PickRandomBuildingMesh''' ()}} | ||
− | + | Util to pick a random building mesh from the BuildingMeshes array, using the Chance specified |
Revision as of 06:24, 17 January 2010
Object >> PBRuleNodeBase >> PBRuleNodeMesh |
- Package:
- Engine
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties
Property group 'PBRuleNodeMesh'
bBlockAll
Type: bool
If TRUE, this mesh will block all, including players
bDoOcclusionTest
Type: bool
If TRUE, will test region is not occluded (or is partially occluded) before placing mesh.
Default value: True
BuildingMeshes
Type: array<BuildingMeshInfo>
Set of meshes to pick from.
PartialOccludedBuildingMesh
Type: BuildingMeshInfo
Mesh to use if this scope if partially occluded. If a mesh is not specified, will just use one of the BuildingMeshes array.
Default value:
Member | Value |
---|---|
Chance | 1.0 |
DimX | 512.0 |
DimZ | 512.0 |
OverriddenMeshLightMapRes | 32 |
Structs
BuildingMatOverrides
Modifiers: native
Stores all the options that can be applied to one section of a mesh
- array<MaterialInterface> MaterialOptions
- Array of materials, one of which will be selected for a certain section
BuildingMeshInfo
Modifiers: native
Information about one mesh used as part of the building construction
- StaticMesh Mesh
- Actual mesh to use
- float DimX
- Defined X length of mesh, when used in building
- float DimZ
- Defined Z length of mesh, when used in building
- float Chance
- Chance of this building mesh being picked
- DistributionVector Translation
- Optional translation applied to to mesh
- DistributionVector Rotation
- Optional rotation (in degrees) applied to to mesh
- bool bMeshScaleTranslation
- If TRUE, the Translation specified is scaled by any scaling applied to the mesh
- bool bOverrideMeshLightMapRes
- If TRUE, use OverriddenLightMapRes instead of resolution set on the mesh.
- int OverriddenMeshLightMapRes
- Resolution to use for lighting on this mesh, if bOverrideMeshLightMapRes is TRUE.
- array<MaterialInterface> MaterialOverrides
- DEPRECATED
- array<BuildingMatOverrides> SectionOverrides
- Specifies options for overriding material on each section of the mesh
Default values:
Property | Value |
---|---|
Chance | 1.0 |
DimX | 512.0 |
DimZ | 512.0 |
OverriddenMeshLightMapRes | 32 |
Native functions
PickRandomBuildingMesh
Util to pick a random building mesh from the BuildingMeshes array, using the Chance specified