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UE3:SpeedTreeComponent (UDK)
Object >> Component >> ActorComponent >> PrimitiveComponent >> SpeedTreeComponent |
Contents
- 1 Properties
- 1.1 Property group 'Lightmass'
- 1.2 Property group 'SpeedTree'
- 1.2.1 BillboardMaterial
- 1.2.2 Branch1Material
- 1.2.3 Branch2Material
- 1.2.4 bUseBillboards
- 1.2.5 bUseBranches
- 1.2.6 bUseFronds
- 1.2.7 bUseLeafCards
- 1.2.8 bUseLeafMeshes
- 1.2.9 FrondMaterial
- 1.2.10 LeafCardMaterial
- 1.2.11 LeafMeshMaterial
- 1.2.12 Lod3DEnd
- 1.2.13 Lod3DStart
- 1.2.14 LodBillboardEnd
- 1.2.15 LodBillboardStart
- 1.2.16 LodLevelOverride
- 1.2.17 SpeedTree
- 1.3 Internal variables
- 1.4 Default values
- 2 Enums
- 3 Structs
- 4 Native functions
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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]
Returns the component's material corresponding to MeshType if it is set, otherwise returns the USpeedTree's material.
SetMaterial[edit]
Sets the component's material override, and reattaches if necessary.