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Difference between revisions of "UE3:PBRuleNodeMesh (UDK)"

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==Structs==
 
==Structs==
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===BuildingMatOverrides===
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'''[[Structs#Modifiers|Modifiers]]:''' native
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Stores all the options that can be applied to one section of a mesh
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; [[array]]<{{cl|MaterialInterface}}> MaterialOptions : Array of materials, one of which will be selected for a certain section
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===BuildingMeshInfo===
 
===BuildingMeshInfo===
 
'''[[Structs#Modifiers|Modifiers]]:''' native
 
'''[[Structs#Modifiers|Modifiers]]:''' native
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; [[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 : Allows overriding material on this mesh
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; [[array]]<{{cl|MaterialInterface}}> MaterialOverrides : DEPRECATED
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; [[array]]<{{tl|BuildingMatOverrides}}> SectionOverrides : Specifies options for overriding material on each section of the mesh
  
 
'''Default values:'''
 
'''Default values:'''
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{{code|native function [[int]]&nbsp;'''PickRandomBuildingMesh''' ()}}
 
{{code|native function [[int]]&nbsp;'''PickRandomBuildingMesh''' ()}}
  
<!-- enter function description -->
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Util to pick a random building mesh from the BuildingMeshes array, using the Chance specified

Revision as of 06:24, 17 January 2010

UDK Object >> PBRuleNodeBase >> PBRuleNodeMesh
Package: 
Engine


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

native function int PickRandomBuildingMesh ()

Util to pick a random building mesh from the BuildingMeshes array, using the Chance specified