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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This will hold all of our enums and types and such that we need to use in multiple files where the enum can'y be mapped to a specific file.
Core.Object | +-- Engine.EngineTypes
Constants Summary |
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Inherited Contants from Core.Object |
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AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Variables Summary |
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Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary | ||
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EBlendMode BLEND_Opaque, BLEND_Masked, BLEND_Translucent, BLEND_Additive, BLEND_Modulate, BLEND_SoftMasked, BLEND_AlphaComposite, BLEND_DitheredTranslucent | ||
ELightingBuildQuality Quality_Preview, Quality_Medium, Quality_High, Quality_Production, Quality_NoGlobalIllumination | ||
EMaterialLightingModel MLM_Phong, MLM_NonDirectional, MLM_Unlit, MLM_SHPRT, MLM_Custom, MLM_Anisotropic | ||
EMaterialTessellationMode MTM_NoTessellation, MTM_FlatTessellation, MTM_PNTriangles | ||
EMobileAmbientOcclusionSource MAOS_Disabled, MAOS_VertexColorRed, MAOS_VertexColorGreen, MAOS_VertexColorBlue, MAOS_VertexColorAlpha, | ||
EMobileEmissiveColorSource MECS_EmissiveTexture, MECS_BaseTexture, MECS_Constant, | ||
EMobileEnvironmentBlendMode MEBM_Add, MEBM_Lerp | ||
EMobileSpecularMask MSM_Constant, MSM_Luminance, MSM_DiffuseRed, MSM_DiffuseGreen, MSM_DiffuseBlue, MSM_DiffuseAlpha, MSM_MaskTextureRGB | ||
EMobileTexCoordsSource MTCS_TexCoords0, MTCS_TexCoords1, MTCS_TexCoords2, MTCS_TexCoords3, | ||
EMobileTextureBlendFactorSource MTBFS_VertexColor, MTBFS_MaskTexture, | ||
EMobileTextureTransformTarget MTTT_BaseTexture, MTTT_DetailTexture | ||
EMobileValueSource MVS_Constant, MVS_VertexColorRed, MVS_VertexColorGreen, MVS_VertexColorBlue, MVS_VertexColorAlpha, MVS_BaseTextureRed, MVS_BaseTextureGreen, MVS_BaseTextureBlue, MVS_BaseTextureAlpha, MVS_MaskTextureRed, MVS_MaskTextureGreen, MVS_MaskTextureBlue, MVS_MaskTextureAlpha, MVS_NormalTextureAlpha, | ||
EPathFindingError PATHERROR_STARTPOLYNOTFOUND, PATHERROR_GOALPOLYNOTFOUND, PATHERROR_ANCHORPYLONNOTFOUND, PATHERROR_NOPATHFOUND, PATHERROR_COMPUTEVALIDFINALDEST_FAIL, PATHERROR_GETNEXTMOVELOCATION_FAIL, |
Inherited Enumerations from Core.Object |
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AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary | ||
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DominantShadowInfo WorldToLight, LightToWorld, LightSpaceImportanceBounds, ShadowMapSizeX, ShadowMapSizeY | ||
LightMapRef Reference | ||
LightmassDebugOptions bDebugMode, bStatsEnabled, bGatherBSPSurfacesAcrossComponents, CoplanarTolerance, bUseDeterministicLighting, bUseImmediateImport, bImmediateProcessMappings, bSortMappings, bDumpBinaryFiles, bDebugMaterials, bPadMappings, bDebugPaddings, bOnlyCalcDebugTexelMappings, bUseRandomColors, bColorBordersGreen, bColorByExecutionTime, ExecutionTimeDivisor, bInitialized | ||
LightmassDirectionalLightSettings LightSourceAngle | ||
LightmassLightSettings IndirectLightingScale | ||
LightmassPointLightSettings LightSourceRadius | ||
LightmassPrimitiveSettings bUseTwoSidedLighting, bShadowIndirectOnly, bUseEmissiveForStaticLighting, EmissiveLightFalloffExponent, EmissiveLightExplicitInfluenceRadius, EmissiveBoost, DiffuseBoost, SpecularBoost, FullyOccludedSamplesFraction | ||
LocalizedSubtitle LanguageExt, Subtitles, bMature, bManualWordWrap | ||
MaterialReferenceList TargetMaterial, AffectedMaterialRefs, AffectedPPChainMaterialRefs | ||
PostProcessMaterialRef Effect | ||
PrimitiveMaterialRef Primitive, MaterialIndex | ||
RootMotionCurve AnimName, Curve, MaxCurveTime | ||
SubtitleCue Text, Time | ||
SwarmDebugOptions bDistributionEnabled, bForceContentExport, bInitialized |
Functions Summary |
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Enumerations Detail |
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BLEND_Opaque, BLEND_Masked, BLEND_Translucent, BLEND_Additive, BLEND_Modulate, BLEND_SoftMasked, BLEND_AlphaComposite, BLEND_DitheredTranslucent};
Note: This is mirrored in Lightmass, be sure to update the blend mode structure and logic there if this changes.
Quality_Preview, Quality_Medium, Quality_High, Quality_Production, Quality_NoGlobalIllumination};
Lighting build quality enumeration
MLM_Phong, MLM_NonDirectional, MLM_Unlit, MLM_SHPRT, MLM_Custom, MLM_Anisotropic};
MAOS_Disabled, MAOS_VertexColorRed, MAOS_VertexColorGreen, MAOS_VertexColorBlue, MAOS_VertexColorAlpha,};
Possible sources for mobile emissive color
Possible environment map blend modes
MSM_Constant, MSM_Luminance, MSM_DiffuseRed, MSM_DiffuseGreen, MSM_DiffuseBlue, MSM_DiffuseAlpha, MSM_MaskTextureRGB};
Lerp between base color and environment color
Possible vertex texture coordinate sets that may used to sample textures on mobile platforms
Possible options for blend factor source for blending between textures
MVS_Constant, MVS_VertexColorRed, MVS_VertexColorGreen, MVS_VertexColorBlue, MVS_VertexColorAlpha, MVS_BaseTextureRed, MVS_BaseTextureGreen, MVS_BaseTextureBlue, MVS_BaseTextureAlpha, MVS_MaskTextureRed, MVS_MaskTextureGreen, MVS_MaskTextureBlue, MVS_MaskTextureAlpha, MVS_NormalTextureAlpha,};
Possible sources for mask values and such
PATHERROR_STARTPOLYNOTFOUND, PATHERROR_GOALPOLYNOTFOUND, PATHERROR_ANCHORPYLONNOTFOUND, PATHERROR_NOPATHFOUND, PATHERROR_COMPUTEVALIDFINALDEST_FAIL, PATHERROR_GETNEXTMOVELOCATION_FAIL,};
Structures Detail |
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var box LightSpaceImportanceBounds;};
var Matrix LightToWorld;
var int ShadowMapSizeX;
var int ShadowMapSizeY;
var Matrix WorldToLight;
LightSpaceImportanceBounds:Bounding box of the area that the DominantLightShadowMap entries are stored for, in the coordinate space defined by WorldToLight.LightToWorld:Inverse of WorldToLightShadowMapSizeX:Dimensions of DominantLightShadowMapWorldToLight:Transform from world space to the coordinate space that the DominantLightShadowMap entries are stored in.
var(EngineTypes) bool bColorBordersGreen;};
var(EngineTypes) bool bColorByExecutionTime;
var(EngineTypes) bool bDebugMaterials;
var(EngineTypes) bool bDebugMode;
var(EngineTypes) bool bDebugPaddings;
var(EngineTypes) bool bDumpBinaryFiles;
var(EngineTypes) bool bGatherBSPSurfacesAcrossComponents;
var(EngineTypes) bool bImmediateProcessMappings;
var bool bInitialized;
var(EngineTypes) bool bOnlyCalcDebugTexelMappings;
var(EngineTypes) bool bPadMappings;
var(EngineTypes) bool bSortMappings;
var(EngineTypes) bool bStatsEnabled;
var(EngineTypes) bool bUseDeterministicLighting;
var(EngineTypes) bool bUseImmediateImport;
var(EngineTypes) bool bUseRandomColors;
var(EngineTypes) float CoplanarTolerance;
var(EngineTypes) float ExecutionTimeDivisor;
Debug options for Lightmass
bColorBordersGreen:If TRUE, a green border will be placed around the edges of mappingsbColorByExecutionTime:If TRUE, Lightmass will overwrite lightmap data with a shade of red relating to how long it took to calculate the mapping (Red = Time / ExecutionTimeDivisor)bDebugMaterials:If TRUE, Lightmass will write out BMPs for each generated material property sample tobDebugMode:\ScreenShots\Materials. If FALSE, UnrealLightmass.exe is launched automatically (default) If TRUE, it must be launched manually (e.g. through a debugger) with the -debug command line parameter.bDebugPaddings:If TRUE, will fill padding of mappings with a color rather than the sampled edges. Means nothing if bPadMappings is not enabled...bDumpBinaryFiles:If TRUE, the generate coefficients will be dumped to binary files.bGatherBSPSurfacesAcrossComponents:If TRUE, BSP surfaces split across model components are joined into 1 mappingbImmediateProcessMappings:If TRUE, Lightmass will process appropriate mappings as they are imported. NOTE: Requires ImmediateMode be enabled to actually work.bOnlyCalcDebugTexelMappings:If TRUE, only the mapping containing a debug texel will be calculated, all others will be set to whitebPadMappings:If TRUE, Lightmass will pad the calculated mappings to reduce/eliminate seams.bSortMappings:If TRUE, Lightmass will sort mappings by texel cost.bStatsEnabled:If TRUE, all participating Lightmass agents will report back detailed stats to the log.bUseDeterministicLighting:If TRUE, deterministic lighting mode will be used.bUseImmediateImport:If TRUE, Lightmass will import mappings immediately as they complete. It will not process them, however.bUseRandomColors:If TRUE, color lightmaps a random colorCoplanarTolerance:The tolerance level used when gathering BSP surfaces.ExecutionTimeDivisor:The amount of time that will be count as full red when bColorByExecutionTime is enabled
var(Directional) float LightSourceAngle;};
Direcitonal light settings for Lightmass
LightSourceAngle:Angle that the directional light's emissive surface extends relative to a receiver, affects penumbra sizes.
var(General) float IndirectLightingSaturation<UIMin=0.0|UIMax=4.0>;};
var(General) float IndirectLightingScale<UIMin=0.0|UIMax=4.0>;
var(General) float ShadowExponent<UIMin=0.1|UIMax=4.0>;
Per-light settings for Lightmass
IndirectLightingSaturation: 0 will be completely desaturated, 1 will be unchangedIndirectLightingScale: Scale factor for the indirect lightingShadowExponent: Controls the falloff of shadow penumbras
var(Point) float LightSourceRadius<UIMin=8.0|UIMax=1024.0>;};
Point/spot settings for Lightmass
LightSourceRadius: The radius of the light's emissive surface, not the light's influence.
var(EngineTypes) bool bShadowIndirectOnly;};
var(EngineTypes) bool bUseEmissiveForStaticLighting;
var(EngineTypes) bool bUseTwoSidedLighting;
var(EngineTypes) float DiffuseBoost;
var(EngineTypes) float EmissiveBoost;
var(EngineTypes) float EmissiveLightExplicitInfluenceRadius;
var(EngineTypes) float EmissiveLightFalloffExponent;
var(EngineTypes) float FullyOccludedSamplesFraction;
var float SpecularBoost;
Per-object settings for Lightmass
bShadowIndirectOnly:If TRUE, this object will only shadow indirect lighting.bUseEmissiveForStaticLighting:If TRUE, allow using the emissive for static lighting.bUseTwoSidedLighting:If TRUE, this object will be lit as if it receives light from both sides of its polygons.DiffuseBoost:Scales the diffuse contribution of all materials applied to this object.EmissiveBoost:Scales the emissive contribution of all materials applied to this object.EmissiveLightExplicitInfluenceRadius:Direct lighting influence radius. The default is 0, which means the influence radius should be automatically generated based on the emissive light brightness. Values greater than 0 override the automatic method.EmissiveLightFalloffExponent:Direct lighting falloff exponent for mesh area lights created from emissive areas on this primitive.FullyOccludedSamplesFraction:Fraction of samples taken that must be occluded in order to reach full occlusion.SpecularBoost:Scales the specular contribution of all materials applied to this object.
var bool bManualWordWrap;};
var bool bMature;
var string LanguageExt;
var array<SubtitleCue> Subtitles;
A subtitle localized to a specific language.
bManualWordWrap:TRUE if the subtitles have been split manually.bMature:TRUE if this sound is considered to contain mature content.LanguageExt:The 3-letter language for this subtitleSubtitles:Subtitle cues. If empty, use SoundNodeWave's SpokenText as the subtitle. Will often be empty, as the contents of the subtitle is commonly identical to what is spoken.
var edithide array<PrimitiveMaterialRef> AffectedMaterialRefs;};
var edithide array<PostProcessMaterialRef> AffectedPPChainMaterialRefs;
var(EngineTypes) MaterialInterface TargetMaterial;
used by matinee material parameter tracks to hold material references to modify
reference to a specific material in a MaterialEffect
reference to a specific material in a PrimitiveComponent
var(EngineTypes) Name AnimName;};
var(EngineTypes) InterpCurveVector Curve;
var(EngineTypes) float MaxCurveTime;
Contains precomputed curve of root motion for a particular animation
AnimName:Name of the animation this curve is associated withCurve:List of vectors offset from the start of the curveMaxCurveTime:The max input value of the curve
var(EngineTypes) localized string Text;};
var(EngineTypes) localized float Time;
A line of subtitle text and the time at which it should be displayed.
Text:The text too appear in the subtitle.Time:The time at which the subtitle is to be displayed, in seconds relative to the beginning of the line.
var(EngineTypes) bool bDistributionEnabled;};
var(EngineTypes) bool bForceContentExport;
var bool bInitialized;
Debug options for Swarm
bDistributionEnabled:If TRUE, Swarm will distribute jobs. If FALSE, only the local machine will execute the jobs.bForceContentExport:If TRUE, Swarm will force content to re-export rather than using the cached version. If FALSE, Swarm will attempt to use the cached version.
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