Engine.FluidSurfaceComponent
- Extends
- PrimitiveComponent
- Modifiers
- native ( Fluid ) AutoExpandCategories ( FluidSurfaceComponent , Fluid , FluidDetail ) hidecategories ( Object ) dependson ( LightmassPrimitiveSettingsObject ) editinlinenew
Utility component for drawing an interactive body of fluid.
Origin is at the component location.
Core.Object
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+-- Core.Component
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+-- Engine.ActorComponent
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+-- Engine.PrimitiveComponent
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+-- Engine.FluidSurfaceComponent
Inherited Variables from Engine.PrimitiveComponent |
AbsoluteRotation, AbsoluteScale, AbsoluteTranslation, AlwaysCheckCollision, AlwaysLoadOnClient, AlwaysLoadOnServer, bAcceptsDecals, bAcceptsDecalsDuringGameplay, bAcceptsDynamicDecals, bAcceptsDynamicDominantLightShadows, bAcceptsDynamicLights, bAcceptsLights, bAcceptsStaticDecals, bAllowAmbientOcclusion, bAllowApproximateOcclusion, bAllowCullDistanceVolume, bAllowDecalAutomaticReAttach, bAllowShadowFade, bBlockFootPlacement, bCastDynamicShadow, bCastHiddenShadow, bCastShadowAsTwoSided, bCastStaticShadow, bCullModulatedShadowOnBackfaces, bCullModulatedShadowOnEmissive, bDisableAllRigidBody, bFirstFrameOcclusion, bFluidDrain, bFluidTwoWay, bForceDirectLightMap, bForceMipStreaming, bHasExplicitShadowParent, bIgnoreForceField, bIgnoreHiddenActorsMembership, bIgnoreNearPlaneIntersection, bIgnoreOwnerHidden, bIgnoreRadialForce, bIgnoreRadialImpulse, bIsRefreshingDecals, BlockActors, BlockNonZeroExtent, BlockRigidBody, BlockZeroExtent, bNotifyRigidBodyCollision, BodyInstance, bOnlyOwnerSee, Bounds, BoundsScale, bOwnerNoSee, bSelectable, bSelfShadowOnly, bSkipRBGeomCreation, bUseAsOccluder, bUseCompartment, bUseOnePassLightingOnTranslucency, bUsePrecomputedShadows, bUseViewOwnerDepthPriorityGroup, bWasSNFiltered, CachedCullDistance, CachedMaxDrawDistance, CachedParentToWorld, CanBlockCamera, CastShadow, CollideActors, CullDistance, DecalList, DecalsToReattach, DepthPriorityGroup, DetachFence, DetailMode, FogVolumeComponent, HiddenEditor, HiddenGame, LastRenderTime, LastSubmitTime, LightEnvironment, LightingChannels, LocalToWorld, LocalToWorldDeterminant, MassiveLODDistance, MaxDrawDistance, MinDrawDistance, MotionBlurInfoIndex, MotionBlurScale, OctreeNodes, OverrideLightComponent, PhysMaterialOverride, PreviewEnvironmentShadowing, PreviousLightEnvironment, RBChannel, RBCollideWithChannels, RBDominanceGroup, ReplacementPrimitive, Rotation, Scale3D, Scale, SceneInfo, ScriptRigidBodyCollisionThreshold, ShadowParent, Tag, Translation, TranslucencySortPriority, ViewOwnerDepthPriorityGroup, VisibilityId |
Inherited Functions from Engine.PrimitiveComponent |
AddForce, AddImpulse, AddRadialForce, AddRadialImpulse, AddTorque, ClosestPointOnComponentToComponent, ClosestPointOnComponentToPoint, GetPosition, GetRootBodyInstance, GetRotation, InitRBPhys, PutRigidBodyToSleep, RetardRBLinearVelocity, RigidBodyIsAwake, SetAbsolute, SetActorCollision, SetBlockRigidBody, SetCullDistance, SetDepthPriorityGroup, SetHidden, SetIgnoreOwnerHidden, SetLightEnvironment, SetLightingChannels, SetNotifyRigidBodyCollision, SetOnlyOwnerSee, SetOwnerNoSee, SetPhysMaterialOverride, SetRBAngularVelocity, SetRBChannel, SetRBCollidesWithChannel, SetRBCollisionChannels, SetRBDominanceGroup, SetRBLinearVelocity, SetRBPosition, SetRBRotation, SetRotation, SetScale, SetScale3D, SetShadowParent, SetTraceBlocking, SetTranslation, SetViewOwnerDepthPriorityGroup, ShouldComponentAddToScene, WakeRigidBody |
var const array<byte> ClampMap;
var private native transient float DeactivationTimer;
var private native transient
vector DetailPosition;
var private
vector EditorViewPosition;
var private float FluidHeight;
var private native transient const
pointer FluidSimulation;
var private float FluidWidth;
var private native transient
vector SimulationPosition;
var private native transient float TestRippleAngle;
var private native transient float TestRippleTime;
var private native transient float ViewDistance;
Fluid
var(Fluid) float DeactivationDistance;
var(Fluid) bool EnableDetail;
var(Fluid) bool EnableSimulation;
var(Fluid) float FluidDamping;
var(Fluid) float FluidHeightScale;
var(Fluid) float FluidTravelSpeed;
var(Fluid) float FluidUpdateRate;
var(Fluid) float ForceContinuous;
var(Fluid) float ForceImpact;
var(Fluid) float GPUTessellationFactor;
var(Fluid) float GridSpacing;
var(Fluid) float GridSpacingLowRes;
var(Fluid) float LightingContrast;
var(Fluid) int SimulationQuadsX;
var(Fluid) int SimulationQuadsY;
var(Fluid)
actor TargetDetail;
var(Fluid)
actor TargetSimulation;
FluidDebug
var(FluidDebug) transient bool bPause;
var(FluidDebug) bool bShowDetailNormals;
var(FluidDebug) bool bShowDetailPosition;
var(FluidDebug) transient bool bShowFluidDetail;
var(FluidDebug) transient bool bShowFluidSimulation;
bShowSimulationNormals Source code
var(FluidDebug) transient bool bShowSimulationNormals;
bShowSimulationPosition Source code
var(FluidDebug) bool bShowSimulationPosition;
var(FluidDebug) bool bTestRipple;
bTestRippleCenterOnDetail Source code
var(FluidDebug) bool bTestRippleCenterOnDetail;
var(FluidDebug) float NormalLength;
var(FluidDebug) float TestRippleFrequency;
var(FluidDebug) float TestRippleRadius;
var(FluidDebug) float TestRippleSpeed;
FluidDetail
var(FluidDetail) bool bTiling;
var(FluidDetail) float DetailDamping;
var(FluidDetail) float DetailHeightScale;
var(FluidDetail) int DetailResolution;
var(FluidDetail) float DetailSize;
var(FluidDetail) float DetailTransfer;
var(FluidDetail) float DetailTravelSpeed;
var(FluidDetail) float DetailUpdateRate;
FluidSurfaceComponent
Lighting
var(Lighting) int LightmapResolution;
Lightmass
native final function ApplyForce (
vector WorldPos,
float Strength,
float Radius, optional
bool bImpulse )
native final function SetDetailPosition (
vector WorldPos )
native final function SetSimulationPosition (
vector WorldPos )
defaultproperties
{
LightmapResolution=128
EnableSimulation=true
EnableDetail=true
DeactivationDistance=3000.0
FluidUpdateRate=30.0
DetailUpdateRate=30.0
bTiling=false
FluidHeightScale=1.0
DetailHeightScale=1.0
bPause=false
SimulationQuadsX=200
SimulationQuadsY=200
GridSpacing=10.0
GridSpacingLowRes=800.0
DetailResolution=256
DetailSize=500
FluidDamping=1.0
FluidTravelSpeed=1.0
DetailDamping=1.0
DetailTravelSpeed=1.0
DetailTransfer=0.5
bTestRipple=false
TestRippleSpeed=1
TestRippleRadius=30
TestRippleFrequency=1.0
bShowFluidDetail=true
bShowFluidSimulation=true
bShowDetailNormals=false
bShowDetailPosition=false
bShowSimulationNormals=false
bShowSimulationPosition=false
NormalLength=10.0
LightingContrast=1.0
GPUTessellationFactor=1.0
ForceImpact=-3.0
ForceContinuous=-200.0
FluidWidth=2000.0
FluidHeight=2000.0
TestRippleTime=0.0
TestRippleAngle=0.0
DeactivationTimer=10.0
ViewDistance=0.0
bTickInEditor=true
CollideActors=true
BlockZeroExtent=true
BlockNonZeroExtent=true
BlockRigidBody=false
CastShadow=false
bForceDirectLightMap=true
bAcceptsLights=true
bUsePrecomputedShadows=true
bIgnoreNearPlaneIntersection=true
}
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Creation time: ti 22-3-2011 19:56:48.824 - Created with
UnCodeX