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UE3:ParticleModuleCollision (UT3)

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

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

Properties

Property group 'Collision'

bApplyPhysics

Type: bool


bOnlyVerticalNormalsDecrementCount

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

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)

CollisionCompletionOption

Type: ParticleModuleCollisionBase.EParticleCollisionComplete


DampingFactor

Type: DistributionVector.RawDistributionVector


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
  9. 0.0
  10. 0.0
  11. 0.0
  12. 0.0
  13. 0.0
  14. 0.0
  15. 0.0
  16. 0.0
  17. 0.0
  18. 0.0
  19. 0.0
  20. 0.0
  21. 0.0
  22. 0.0
  23. 0.0
  24. 0.0
  25. 0.0
  26. 0.0
  27. 0.0
  28. 0.0
LookupTableChunkSize 6
LookupTableNumElements 2
Op 2

DampingFactorRotation

Type: DistributionVector.RawDistributionVector


Default value:

Member Value
Distribution DistributionDampingFactorRotation
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
  9. 1.0
  10. 0.0
  11. 1.0
  12. 0.0
  13. 1.0
  14. 0.0
  15. 1.0
  16. 0.0
LookupTableChunkSize 3
LookupTableNumElements 1
Op 1

DelayAmount

Type: DistributionFloat.RawDistributionFloat

How long to delay before checking a particle for collisions. Value is retrieved using the EmitterTime. It is stored in the particle payload data. During update, the particle flag IgnoreCollisions will be set until the particle relative time has surpassed the DelayAmount.

Default value:

Member Value
Distribution DistributionDelayAmount
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

DirScalar

Type: float

The directional scalar value. This is a value that is used to scale the bounds to 'assist' in avoiding interpentration or large gaps.

Default value: 3.0

MaxCollisions

Type: DistributionFloat.RawDistributionFloat


Default value:

Member Value
Distribution DistributionMaxCollisions
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
  9. 0.0
  10. 0.0
  11. 0.0
  12. 0.0
LookupTableChunkSize 2
LookupTableNumElements 2
Op 2

ParticleMass

Type: DistributionFloat.RawDistributionFloat


Default value:

Member Value
Distribution DistributionParticleMass
LookupTable
  1. 0.0
  2. 100000.0
  3. 0.0
  4. 100000.0
  5. 0.0
  6. 100000.0
  7. 0.0
  8. 100000.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

VerticalFudgeFactor

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.

Property group 'Performance'

bDropDetail

Type: bool

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

Default value: True

Default values

Property Value
bSpawnModule True
bUpdateModule True