My program doesn't have bugs. It just develops random features.
UE3:PBRuleNodeMesh (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
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
native function int PickRandomBuildingMesh ()
Util to pick a random building mesh from the BuildingMeshes array, using the Chance specified