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UE3:ParticleModuleCollision (UDK)
Object >> ParticleModule >> ParticleModuleCollisionBase >> ParticleModuleCollision |
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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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |