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UE3:ParticleModuleTypeDataRibbon (UDK)
Object >> ParticleModule >> ParticleModuleTypeDataBase >> ParticleModuleTypeDataRibbon |
- Package:
- Engine
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ParticleModuleTypeDataRibbon Provides the base data for ribbon (drop trail) emitters.
Properties
Property group 'Rendering'
bRenderGeometry
Type: bool
If TRUE, render the trail geometry (this should typically be on)
Default value: True
bRenderSpawnPoints
Type: bool
If TRUE, render stars at each spawned particle point along the trail
bRenderTangents
Type: bool
If TRUE, render a line showing the tangent at each spawned particle point along the trail
bRenderTessellation
Type: bool
If TRUE, render the tessellated path between spawned particles
DistanceTessellationStepSize
Type: float
The distance step size for tessellation.
- Tessellation Points = Trunc((Distance Between Spawned Particles) / DistanceTessellationStepSize))
Default value: 15.0
TangentTessellationScalar
Type: float
The tangent scalar for tessellation. Angles between tangent A and B are mapped to [0.0f .. 1.0f] This is then multiplied by TangentTessellationScalar to give the number of points to tessellate
Default value: 5.0
TilingDistance
Type: float
The (estimated) covered distance to tile the 2nd UV set at. If 0.0, a second UV set will not be passed in.
Property group 'Spawn'
TangentSpawningScalar
Type: float
The tangent scalar for spawning. Angles between tangent A and B are mapped to [0.0f .. 1.0f] This is then multiplied by TangentTessellationScalar to give the number of particles to spawn
Property group 'Trail'
bClipSourceSegement
Type: bool
If true, do not join the trail to the source position
Default value: True
bDeadTrailsOnDeactivate
Type: bool
If true, when the system is deactivated, mark trails as dead. This means they will still render, but will not have more particles added to them, even if the system re-activates...
Default value: True
bEnablePreviousTangentRecalculation
Type: bool
If true, recalculate the previous tangent when a new particle is spawned
Default value: True
bTangentRecalculationEveryFrame
Type: bool
If true, recalculate tangents every frame to allow velocity/acceleration to be applied
MaxParticleInTrailCount
Type: int
Max particles per trail
Default value: 500
MaxTrailCount
Type: int
The number of live trails
Default value: 1
RenderAxis
Type: ETrailsRenderAxisOption
The 'render' axis for the trail (what axis the trail is stretched out on) Trails_CameraUp - Traditional camera-facing trail. Trails_SourceUp - Use the up axis of the source for each spawned particle. Trails_WorldUp - Use the world up axis.
SheetsPerTrail
Type: int
The number of sheets to render for the trail.
Default value: 1
Internal variables
MaxTessellationBetweenParticles
Type: int
The maximum amount to tessellate between two particles of the trail. Depending on the distance between the particles and the tangent change, the system will select a number of tessellation points [0..MaxTessellationBetweenParticles]
Default value: 25
Enums
ETrailsRenderAxisOption
- Trails_CameraUp
- Trails_SourceUp
- Trails_WorldUp