Mostly Harmless

UE3:ParticleModuleCollision (UDK)

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UDK Object >> ParticleModule >> ParticleModuleCollisionBase >> ParticleModuleCollision
Package: 
Engine
This class in other games:
UT3


Properties[edit]

Property group 'Collision'[edit]

bApplyPhysics[edit]

Type: bool

If TRUE, physic will be applied between a particle and the object it collides with. This is one-way - particle --> object. The particle does not have physics applied to it - it just generates an impulse applied to the object it collides with.

bOnlyVerticalNormalsDecrementCount[edit]

Type: bool

If TRUE, then collisions that do not have a vertical hit normal will still react, but UsedMaxCollisions count will not be decremented. (ie., They don't 'count' as collisions) Useful for having particles come to rest on floors.

bPawnsDoNotDecrementCount[edit]

Type: bool

If TRUE, then collisions with Pawns will still react, but the UsedMaxCollisions count will not be decremented. (ie., They don't 'count' as collisions)

Default value: True

CollisionCompletionOption[edit]

Type: ParticleModuleCollisionBase.EParticleCollisionComplete

What to do once a particles MaxCollisions is reached. One of the following: EPCC_Kill Kill the particle when MaxCollisions is reached EPCC_Freeze Freeze in place, NO MORE UPDATES EPCC_HaltCollisions, Stop collision checks, keep updating everything EPCC_FreezeTranslation, Stop translations, keep updating everything else EPCC_FreezeRotation, Stop rotations, keep updating everything else EPCC_FreezeMovement Stop all movement, keep updating

DampingFactor[edit]

Type: DistributionVector.RawDistributionVector

How much to `slow' the velocity of the particle after a collision. Value is obtained using the EmitterTime at particle spawn.

Default value:

Member Value
Distribution DistributionDampingFactor
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 3
LookupTableNumElements 1
Op 1

DampingFactorRotation[edit]

Type: DistributionVector.RawDistributionVector

How much to `slow' the rotation of the particle after a collision. Value is obtained using the EmitterTime at particle spawn.

Default value:

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

DelayAmount[edit]

Type: DistributionFloat.RawDistributionFloat

How long to delay before checking a particle for collisions. Value is retrieved using the EmitterTime. During update, the particle flag IgnoreCollisions will be set until the particle RelativeTime has surpassed the DelayAmount.

Default value:

Member Value
Distribution DistributionDelayAmount
LookupTable
  1. 0.0
  2. 0.0
  3. 0.0
  4. 0.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

DirScalar[edit]

Type: float

The directional scalar value - used to scale the bounds to 'assist' in avoiding inter-penetration or large gaps.

Default value: 3.5

MaxCollisions[edit]

Type: DistributionFloat.RawDistributionFloat

The maximum number of collisions a particle can have.

Value is obtained using the EmitterTime at particle spawn.

Default value:

Member Value
Distribution DistributionMaxCollisions
LookupTable
  1. 0.0
  2. 0.0
  3. 0.0
  4. 0.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

ParticleMass[edit]

Type: DistributionFloat.RawDistributionFloat

The mass of the particle - for use when bApplyPhysics is TRUE. Value is obtained using the EmitterTime at particle spawn.

Default value:

Member Value
Distribution DistributionParticleMass
LookupTable
  1. 0.1
  2. 0.1
  3. 0.1
  4. 0.1
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

VerticalFudgeFactor[edit]

Type: float

The fudge factor to use to determine vertical. True vertical will have a Hit.Normal.Z == 1.0 This will allow for Z components in the range of [1.0-VerticalFudgeFactor..1.0] to count as vertical collisions.

Default value: 0.1

Property group 'Performance'[edit]

bDropDetail[edit]

Type: bool

If TRUE, when the WorldInfo.bDropDetail flag is set, the module will be ignored.

Default value: True

Default values[edit]

Property Value
bSpawnModule True
bUpdateModule True
LODDuplicate False