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UE3:ParticleModuleTypeDataBeam2 (UDK)
Object >> ParticleModule >> ParticleModuleTypeDataBase >> ParticleModuleTypeDataBeam2 |
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Properties
Property group 'Beam'
bAlwaysOn
Type: bool
If true, there will ALWAYS be a beam...
BeamMethod
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
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
Type: int
The number of live beams
Sheets
Type: int
The number of sheets to render
Default value: 1
Speed
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
Type: int
The number of times to tile the texture along each beam
Default value: 1
TextureTileDistance
Type: float
The distance per texture tile
UpVectorStepSize
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'
BranchParentName
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'
Distance
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 |
|
LookupTableChunkSize | 1 |
LookupTableNumElements | 1 |
Op | 1 |
Property group 'Rendering'
RenderDirectLine
Type: bool
RenderGeometry
Type: bool
Default value: True
RenderLines
Type: bool
RenderTessellation
Type: bool
Property group 'Taper'
TaperFactor
Type: DistributionFloat.RawDistributionFloat
Tapering factor, 0 = source of beam, 1 = target
Default value:
Member | Value |
---|---|
Distribution | DistributionTaperFactor |
LookupTable |
|
LookupTableChunkSize | 1 |
LookupTableNumElements | 1 |
Op | 1 |
TaperMethod
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
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 |
|
LookupTableChunkSize | 1 |
LookupTableNumElements | 1 |
Op | 1 |
Enums
EBeam2Method
- PEB2M_Distance
- PEB2M_Target
- PEB2M_Branch
EBeamTaperMethod
- PEBTM_None
- PEBTM_Full
- PEBTM_Partial