I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE3:ParticleModuleTypeDataBeam2 (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 11:47, 6 November 2009 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> ParticleModule >> ParticleModuleTypeDataBase >> ParticleModuleTypeDataBeam2
Package: 
Engine
This class in other games:
UT3


Properties[edit]

Property group 'Beam'[edit]

bAlwaysOn[edit]

Type: bool

If true, there will ALWAYS be a beam...

BeamMethod[edit]

Type: EBeam2Method

The method with which to form the beam(s). Must be one of the following: PEB2M_Distance - Use the distance property to emit a beam along the X-axis of the emitter. PEB2M_Target - Emit a beam from the source to the supplied target. PEB2M_Branch - Currently unimplemented.

Default value: PEB2M_Target

InterpolationPoints[edit]

Type: int

Indicates whether the beam should be interpolated.

   <= 0 --> no
   >  0 --> yes (and is equal to the number of interpolation steps that should be taken.

MaxBeamCount[edit]

Type: int

The number of live beams

Sheets[edit]

Type: int

The number of sheets to render

Default value: 1

Speed[edit]

Type: float

The speed at which the beam should move from source to target when firing up. '0' indicates instantaneous

Default value: 10.0

TextureTile[edit]

Type: int

The number of times to tile the texture along each beam

Default value: 1

TextureTileDistance[edit]

Type: float

The distance per texture tile

UpVectorStepSize[edit]

Type: int

The approach to use for determining the Up vector(s) for the beam.

0 indicates that the Up vector should be calculated at EVERY point in the beam. 1 indicates a single Up vector should be determined at the start of the beam and used at every point. N indicates an Up vector should be calculated every N points of the beam and interpolated between them.

   [NOTE: This mode is currently unsupported.]

Property group 'Branching'[edit]

BranchParentName[edit]

Type: name

The name of the emitter to branch from (if mode is PEB2M_Branch) MUST BE IN THE SAME PARTICLE SYSTEM!

Property group 'Distance'[edit]

Distance[edit]

Type: DistributionFloat.RawDistributionFloat

The distance along the X-axis to stretch the beam Distance is only used if BeamMethod is PEB2M_Distance

Default value:

Member Value
Distribution DistributionDistance
LookupTable
  1. 25.0
  2. 25.0
  3. 25.0
  4. 25.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

Property group 'Rendering'[edit]

RenderDirectLine[edit]

Type: bool


RenderGeometry[edit]

Type: bool


Default value: True

RenderLines[edit]

Type: bool


RenderTessellation[edit]

Type: bool


Property group 'Taper'[edit]

TaperFactor[edit]

Type: DistributionFloat.RawDistributionFloat

Tapering factor, 0 = source of beam, 1 = target

Default value:

Member Value
Distribution DistributionTaperFactor
LookupTable
  1. 1.0
  2. 1.0
  3. 1.0
  4. 1.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

TaperMethod[edit]

Type: EBeamTaperMethod

Tapering mode - one of the following: PEBTM_None - No tapering is applied PEBTM_Full - Taper the beam relative to source-->target, regardless of current beam length PEBTM_Partial - Taper the beam relative to source-->location, 0=source,1=endpoint

TaperScale[edit]

Type: DistributionFloat.RawDistributionFloat

Tapering scaling This is intended to be either a constant, uniform or a ParticleParam. If a curve is used, 0/1 mapping of source/target... which could be integrated into the taper factor itself, and therefore makes no sense.

Default value:

Member Value
Distribution DistributionTaperScale
LookupTable
  1. 1.0
  2. 1.0
  3. 1.0
  4. 1.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

Enums[edit]

EBeam2Method[edit]

PEB2M_Distance 
PEB2M_Target 
PEB2M_Branch 

EBeamTaperMethod[edit]

PEBTM_None 
PEBTM_Full 
PEBTM_Partial 

Structs[edit]

BeamTargetData[edit]

name TargetName 
Name of the target.
float TargetPercentage 
Percentage chance the target will be selected (100 = always).