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UE3:ParticleModuleTypeDataBeam2 (UT3)

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UT3 Object >> ParticleModule >> ParticleModuleTypeDataBase >> ParticleModuleTypeDataBeam2
Package: 
Engine
This class in other games:
UDK

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

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)

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

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

Distance is only used if BeamMethod is 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

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 
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

Structs[edit]

BeamTargetData[edit]

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