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UE3:SpeedTreeComponent (UDK)

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UDK Object >> Component >> ActorComponent >> PrimitiveComponent >> SpeedTreeComponent
Package: 
Engine
This class in other games:
UT3

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Properties[edit]

Property group 'Lightmass'[edit]

LightmassSettings[edit]

Type: EngineTypes.LightmassPrimitiveSettings

The Lightmass settings for the entire speedtree.

Default value:

Member Value
DiffuseBoost 1.0
EmissiveBoost 1.0
EmissiveLightFalloffExponent 2.0
FullyOccludedSamplesFraction 1.0
SpecularBoost 1.0

Property group 'SpeedTree'[edit]

BillboardMaterial[edit]

Type: MaterialInterface

Billboard material.

Branch1Material[edit]

Type: MaterialInterface

Branch material.

Branch2Material[edit]

Type: MaterialInterface

Cap material.

bUseBillboards[edit]

Type: bool

Whether billboards are drawn at the lowest LOD or not.

Default value: True

bUseBranches[edit]

Type: bool

Whether to draw branches or not.

Default value: True

bUseFronds[edit]

Type: bool

Whether to draw fronds or not.

Default value: True

bUseLeafCards[edit]

Type: bool

Whether to draw leaf cards or not.

Default value: True

bUseLeafMeshes[edit]

Type: bool

Whether to draw leaf meshes or not.

Default value: True

FrondMaterial[edit]

Type: MaterialInterface

Frond material.

LeafCardMaterial[edit]

Type: MaterialInterface

Leaf card material.

LeafMeshMaterial[edit]

Type: MaterialInterface

Leaf mesh material.

Lod3DEnd[edit]

Type: float

The distance for the lowest detail tree.

Default value: 3000.0

Lod3DStart[edit]

Type: float

The distance for the most detailed tree.

Default value: 500.0

LodBillboardEnd[edit]

Type: float

The distance for the lowest detail tree.

Default value: 4000.0

LodBillboardStart[edit]

Type: float

The distance for the most detailed tree.

Default value: 3500.0

LodLevelOverride[edit]

Type: float

the tree will use this LOD level (0.0 - 1.0). If -1.0, the tree will calculate its LOD normally.

Default value: 1.0

SpeedTree[edit]

Type: SpeedTree

Modifiers: const

USpeedTree resource.

Internal variables[edit]

BillboardLightMap[edit]

Type: LightMapRef

Modifiers: native, private, const

The component's billboard light-map.

BranchLightMap[edit]

Type: LightMapRef

Modifiers: native, private, const

The component's branch light-map.

FrondLightMap[edit]

Type: LightMapRef

Modifiers: native, private, const

The component's frond light-map.

LeafCardLightMap[edit]

Type: LightMapRef

Modifiers: native, private, const

The component's leaf card light-map.

LeafMeshLightMap[edit]

Type: LightMapRef

Modifiers: native, private, const

The component's leaf mesh light-map.

RotationOnlyMatrix[edit]

Type: Object.Matrix

Modifiers: native, private, const

The component's rotation matrix (for arbitrary rotations with wind)

SpeedTreeIcon[edit]

Type: Texture2D

Modifiers: editoronly, private

Icon texture.

Default value: Texture2D'EditorResources.SpeedTreeLogo'

StaticLights[edit]

Type: array<SpeedTreeStaticLight>

Modifiers: private, const

Static lights array.

Default values[edit]

Property Value
bAcceptsLights True
BlockActors True
BlockNonZeroExtent True
BlockRigidBody True
BlockZeroExtent True
bUseAsOccluder True
bUsePrecomputedShadows True
CastShadow True
CollideActors True

Enums[edit]

ESpeedTreeMeshType[edit]

Enumerates the types of meshes in a SpeedTreeComponent. Note: This is mirrored in Lightmass.

STMT_MinMinusOne 
STMT_Branches1 
STMT_Branches2 
STMT_Fronds 
STMT_LeafCards 
STMT_LeafMeshes 
STMT_Billboards 
STMT_Max 

Structs[edit]

LightMapRef[edit]

pointer Reference 

SpeedTreeStaticLight[edit]

Modifiers: native

The static lighting for a single light's affect on the component.

Object.Guid Guid 
ShadowMap1D BranchShadowMap 
ShadowMap1D FrondShadowMap 
ShadowMap1D LeafMeshShadowMap 
ShadowMap1D LeafCardShadowMap 
ShadowMap1D BillboardShadowMap 

Native functions[edit]

GetMaterial[edit]

native function MaterialInterface GetMaterial (ESpeedTreeMeshType MeshType)

Returns the component's material corresponding to MeshType if it is set, otherwise returns the USpeedTree's material.

SetMaterial[edit]

native function SetMaterial (ESpeedTreeMeshType MeshType, MaterialInterface Material)

Sets the component's material override, and reattaches if necessary.