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UE3:ParticleModuleBeamNoise (UT3)

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UT3 Object >> ParticleModule >> ParticleModuleBeamBase >> ParticleModuleBeamNoise
Package: 
Engine
This class in other games:
UDK

ParticleModuleBeamNoise

This module implements noise for a beam emitter.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'LowFreq'

bApplyNoiseScale

Type: bool

If TRUE, apply the noise scale to the beam.

bLowFreq_Enabled

Type: bool

Is low frequency noise enabled

bNRScaleEmitterTime

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

Type: bool

Whether the noise points should be oscillate

bSmooth

Type: bool

Whether the noise movement should be smooth or 'jerky'

bTargetNoise

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

Type: bool

The

Frequency

Type: int

The frequency of noise points

Frequency_LowRange

Type: int

If not 0, then the frequency will select a random value in the range [Frequency_LowRange..Frequency]

FrequencyDistance

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

Type: float

Default target-point information to use if the beam method is endpoint

Default value: 1.0

NoiseLockTime

Type: float

How long the noise points should be locked - 0.0 indicates forever

NoiseRange

Type: DistributionVector.RawDistributionVector

The noise point ranges

Default value:

Member Value
Distribution DistributionNoiseRange
LookupTable
  1. 50.0
  2. 0.0
  3. 50.0
  4. 0.0
  5. 50.0
  6. 0.0
  7. 50.0
  8. 0.0
  9. 50.0
  10. 0.0
  11. 50.0
  12. 0.0
  13. 50.0
  14. 0.0
  15. 50.0
  16. 0.0
LookupTableChunkSize 3
LookupTableNumElements 1
Op 1

NoiseRangeScale

Type: DistributionFloat.RawDistributionFloat

A scale factor that will be applied to the noise range.

Default value:

Member Value
Distribution DistributionNoiseRangeScale
LookupTable
  1. 1.0
  2. 0.0
  3. 1.0
  4. 0.0
  5. 1.0
  6. 0.0
  7. 1.0
  8. 0.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

NoiseScale

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
  1. 0.0
  2. 0.0
  3. 0.0
  4. 0.0
  5. 0.0
  6. 0.0
  7. 0.0
  8. 0.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

NoiseSpeed

Type: DistributionVector.RawDistributionVector

The speed with which to move each noise point

Default value:

Member Value
Distribution DistributionNoiseSpeed
LookupTable
  1. 50.0
  2. 0.0
  3. 50.0
  4. 0.0
  5. 50.0
  6. 0.0
  7. 50.0
  8. 0.0
  9. 50.0
  10. 0.0
  11. 50.0
  12. 0.0
  13. 50.0
  14. 0.0
  15. 50.0
  16. 0.0
LookupTableChunkSize 3
LookupTableNumElements 1
Op 1

NoiseTangentStrength

Type: DistributionFloat.RawDistributionFloat

The

Default value:

Member Value
Distribution DistributionNoiseTangentStrength
LookupTable
  1. 250.0
  2. 0.0
  3. 250.0
  4. 0.0
  5. 250.0
  6. 0.0
  7. 250.0
  8. 0.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

NoiseTension

Type: float

The tension to apply to the tessellated noise line.

NoiseTessellation

Type: int

The

Default value: 1

Internal variables

bNoiseLock

Type: bool

Modifiers: const

INTERNAL - Whether the noise points should be locked