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UE3:ParticleModuleBeamNoise (UT3)
Object >> ParticleModule >> ParticleModuleBeamBase >> ParticleModuleBeamNoise |
Contents
- 1 Properties
- 1.1 Property group 'LowFreq'
- 1.1.1 bApplyNoiseScale
- 1.1.2 bLowFreq_Enabled
- 1.1.3 bNRScaleEmitterTime
- 1.1.4 bOscillate
- 1.1.5 bSmooth
- 1.1.6 bTargetNoise
- 1.1.7 bUseNoiseTangents
- 1.1.8 Frequency
- 1.1.9 Frequency_LowRange
- 1.1.10 FrequencyDistance
- 1.1.11 NoiseLockRadius
- 1.1.12 NoiseLockTime
- 1.1.13 NoiseRange
- 1.1.14 NoiseRangeScale
- 1.1.15 NoiseScale
- 1.1.16 NoiseSpeed
- 1.1.17 NoiseTangentStrength
- 1.1.18 NoiseTension
- 1.1.19 NoiseTessellation
- 1.2 Internal variables
- 1.1 Property group 'LowFreq'
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ParticleModuleBeamNoise
This module implements noise for a beam emitter.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'LowFreq'[edit]
bApplyNoiseScale[edit]
Type: bool
If TRUE, apply the noise scale to the beam.
bLowFreq_Enabled[edit]
Type: bool
Is low frequency noise enabled
bNRScaleEmitterTime[edit]
Type: bool
If TRUE, the NoiseRangeScale will be grabbed based on the emitter time. If FALSE, the NoiseRangeScale will be grabbed based on the particle time.
bOscillate[edit]
Type: bool
Whether the noise points should be oscillate
bSmooth[edit]
Type: bool
Whether the noise movement should be smooth or 'jerky'
bTargetNoise[edit]
Type: bool
Whether to apply noise to the target point (or end of line in distance mode...) If TRUE, the beam could potentially 'leave' the target...
bUseNoiseTangents[edit]
Type: bool
The
Frequency[edit]
Type: int
The frequency of noise points
Frequency_LowRange[edit]
Type: int
If not 0, then the frequency will select a random value in the range [Frequency_LowRange..Frequency]
FrequencyDistance[edit]
Type: float
The distance at which to deposit noise points. If 0.0, then use the static frequency value. If not, distribute noise points at the given distance, up to the static Frequency value. At that point, evenly distribute them along the beam.
NoiseLockRadius[edit]
Type: float
Default target-point information to use if the beam method is endpoint
Default value: 1.0
NoiseLockTime[edit]
Type: float
How long the noise points should be locked - 0.0 indicates forever
NoiseRange[edit]
Type: DistributionVector.RawDistributionVector
The noise point ranges
Default value:
Member | Value |
---|---|
Distribution | DistributionNoiseRange |
LookupTable |
|
LookupTableChunkSize | 3 |
LookupTableNumElements | 1 |
Op | 1 |
NoiseRangeScale[edit]
Type: DistributionFloat.RawDistributionFloat
A scale factor that will be applied to the noise range.
Default value:
Member | Value |
---|---|
Distribution | DistributionNoiseRangeScale |
LookupTable |
|
LookupTableChunkSize | 1 |
LookupTableNumElements | 1 |
Op | 1 |
NoiseScale[edit]
Type: DistributionFloat.RawDistributionFloat
The scale factor to apply to noise range. The lookup value is determined by dividing the number of noise points present by the maximum number of noise points (Frequency).
Default value:
Member | Value |
---|---|
Distribution | DistributionNoiseScale |
LookupTable |
|
LookupTableChunkSize | 1 |
LookupTableNumElements | 1 |
Op | 1 |
NoiseSpeed[edit]
Type: DistributionVector.RawDistributionVector
The speed with which to move each noise point
Default value:
Member | Value |
---|---|
Distribution | DistributionNoiseSpeed |
LookupTable |
|
LookupTableChunkSize | 3 |
LookupTableNumElements | 1 |
Op | 1 |
NoiseTangentStrength[edit]
Type: DistributionFloat.RawDistributionFloat
The
Default value:
Member | Value |
---|---|
Distribution | DistributionNoiseTangentStrength |
LookupTable |
|
LookupTableChunkSize | 1 |
LookupTableNumElements | 1 |
Op | 1 |
NoiseTension[edit]
Type: float
The tension to apply to the tessellated noise line.
Default value: 0.5
NoiseTessellation[edit]
Type: int
The
Default value: 1
Internal variables[edit]
bNoiseLock[edit]
Type: bool
Modifiers: const
INTERNAL - Whether the noise points should be locked