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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
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 |
|
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 |
|
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 |
|
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 |
|
LookupTableChunkSize | 3 |
LookupTableNumElements | 1 |
Op | 1 |
NoiseTangentStrength
Type: DistributionFloat.RawDistributionFloat
The
Default value:
Member | Value |
---|---|
Distribution | DistributionNoiseTangentStrength |
LookupTable |
|
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