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UE3:ParticleModuleTypeDataMesh (UDK)

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UDK Object >> ParticleModule >> ParticleModuleTypeDataBase >> ParticleModuleTypeDataMesh
Package: 
Engine
Direct subclass:
ParticleModuleTypeDataMeshPhysX
This class in other games:
UT3


Properties[edit]

Property group 'CameraFacing'[edit]

bCameraFacing[edit]

Type: bool

If TRUE, then point the X-axis of the mesh towards the camera. When set, AxisLockOption as well as all other locked axis/screen alignment settings are ignored.

CameraFacingOption[edit]

Type: EMeshCameraFacingOptions

The camera facing option to use: All camera facing options without locked axis assume X-axis will be facing the camera. XAxisFacing_NoUp - X-axis camera facing, no attempt to face an axis up or down. XAxisFacing_ZUp - X-axis camera facing, Z-axis of the mesh should attempt to point up. XAxisFacing_NegativeZUp - X-axis camera facing, Z-axis of the mesh should attempt to point down. XAxisFacing_YUp - X-axis camera facing, Y-axis of the mesh should attempt to point up. XAxisFacing_NegativeYUp - X-axis camera facing, Y-axis of the mesh should attempt to point down. All axis-locked camera facing options assume the AxisLockOption is set. EPAL_NONE will be treated as EPAL_X. LockedAxis_ZAxisFacing - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face towards camera. LockedAxis_NegativeZAxisFacing - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face away from camera. LockedAxis_YAxisFacing - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face towards camera. LockedAxis_NegativeYAxisFacing - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face away from camera. All velocity-aligned options do NOT require the ScreenAlignment be set to PSA_Velocity. Doing so will result in additional work being performed... (it will orient the mesh twice). VelocityAligned_ZAxisFacing - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face towards camera. VelocityAligned_NegativeZAxisFacing - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face away from camera. VelocityAligned_YAxisFacing - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face towards camera. VelocityAligned_NegativeYAxisFacing - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face away from camera.

Property group 'Mesh'[edit]

bAllowMotionBlur[edit]

Type: bool

Allow this mesh emitter to render using motion blur. This adds a velocity rendering pass

bOverrideMaterial[edit]

Type: bool

If TRUE, use the emitter material when rendering rather than the one applied to the static mesh model.

Mesh[edit]

Type: StaticMesh

The static mesh to render at the particle positions

MeshAlignment[edit]

Type: EMeshScreenAlignment

The alignment to use on the meshes emitted. The RequiredModule->ScreenAlignment MUST be set to PSA_TypeSpecific to use. One of the following: PSMA_MeshFaceCameraWithRoll Face the camera allowing for rotation around the mesh-to-camera vector (amount provided by the standard particle sprite rotation). PSMA_MeshFaceCameraWithSpin Face the camera allowing for the mesh to rotate about the tangential axis. PSMA_MeshFaceCameraWithLockedAxis Face the camera while maintaining the up vector as the locked direction.

Property group 'Orientation'[edit]

AxisLockOption[edit]

Type: ParticleModuleOrientationAxisLock.EParticleAxisLock

The axis to lock the mesh on. This overrides TypeSpecific mesh alignment as well as the LockAxis module. EPAL_NONE - No locking to an axis. EPAL_X - Lock the mesh X-axis facing towards +X. EPAL_Y - Lock the mesh X-axis facing towards +Y. EPAL_Z - Lock the mesh X-axis facing towards +Z. EPAL_NEGATIVE_X - Lock the mesh X-axis facing towards -X. EPAL_NEGATIVE_Y - Lock the mesh X-axis facing towards -Y. EPAL_NEGATIVE_Z - Lock the mesh X-axis facing towards -Z. EPAL_ROTATE_X - Ignored for mesh emitters. Treated as EPAL_NONE. EPAL_ROTATE_Y - Ignored for mesh emitters. Treated as EPAL_NONE. EPAL_ROTATE_Z - Ignored for mesh emitters. Treated as EPAL_NONE.

Pitch[edit]

Type: float

The 'pre' rotation pitch (in degrees) to apply to the static mesh used.

Roll[edit]

Type: float

The 'pre' rotation roll (in degrees) to apply to the static mesh used.

Yaw[edit]

Type: float

The 'pre' rotation yaw (in degrees) to apply to the static mesh used.

Internal variables[edit]

CameraFacingUpAxisOption[edit]

Type: EMeshCameraFacingUpAxis

Modifiers: deprecated

The axis of the mesh to point up when camera facing the X-axis. CameraFacing_NoneUP No attempt to face an axis up or down. CameraFacing_ZUp Z-axis of the mesh should attempt to point up. CameraFacing_NegativeZUp Z-axis of the mesh should attempt to point down. CameraFacing_YUp Y-axis of the mesh should attempt to point up. CameraFacing_NegativeYUp Y-axis of the mesh should attempt to point down.

CastShadows[edit]

Type: bool

If TRUE, has the meshes cast shadows

DoCollisions[edit]

Type: bool

UNUSED (the collision module dictates doing collisions)

Enums[edit]

EMeshCameraFacingOptions[edit]

XAxisFacing_NoUp 
XAxisFacing_ZUp 
XAxisFacing_NegativeZUp 
XAxisFacing_YUp 
XAxisFacing_NegativeYUp 
LockedAxis_ZAxisFacing 
LockedAxis_NegativeZAxisFacing 
LockedAxis_YAxisFacing 
LockedAxis_NegativeYAxisFacing 
VelocityAligned_ZAxisFacing 
VelocityAligned_NegativeZAxisFacing 
VelocityAligned_YAxisFacing 
VelocityAligned_NegativeYAxisFacing 

EMeshCameraFacingUpAxis[edit]

CameraFacing_NoneUP 
CameraFacing_ZUp 
CameraFacing_NegativeZUp 
CameraFacing_YUp 
CameraFacing_NegativeYUp 

EMeshScreenAlignment[edit]

PSMA_MeshFaceCameraWithRoll 
PSMA_MeshFaceCameraWithSpin 
PSMA_MeshFaceCameraWithLockedAxis