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Engine.LevelGridVolume

Extends
Volume
Modifiers
native dependson ( KMeshProps ) hidecategories ( Advanced , Attachment , Collision , Volume , Physics , Location ) autoexpandcategories ( LevelGridVolume ) placeable

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Brush
      |   
      +-- Engine.Volume
         |   
         +-- Engine.LevelGridVolume

Variables Summary
KConvexElemCellConvexElem
LevelGridVolume
LevelGridCellShapeCellShape
floatKeepLoadedRange
stringLevelGridVolumeName
floatLoadingDistance
intSubdivisions[3]
Inherited Variables from Engine.Volume
AssociatedActor, bForcePawnWalk, bProcessAllActors
Inherited Variables from Engine.Brush
bColored, bPlaceableFromClassBrowser, Brush, BrushColor, BrushComponent, bSolidWhenSelected, CsgOper, PolyFlags, SavedSelections

Enumerations Summary
LevelGridCellShape
LGCS_Box, LGCS_Hex
Inherited Enumerations from Engine.Brush
ECsgOper

Structures Summary
LevelGridCellCoordinate
X, Y, Z
Inherited Structures from Engine.Brush
GeomSelection

Functions Summary
Inherited Functions from Engine.Volume
BeginState, CollisionChanged, DisplayDebug, Encompasses, EncompassesPoint, OnToggle, PostBeginPlay, ProcessActorSetVolume, Touch, untouch


Variables Detail

CellConvexElem Source code

var const transient KConvexElem CellConvexElem;
Grid cell convex shape, used for fast distance tests

LevelGridVolume

CellShape Source code

var(LevelGridVolume) const LevelGridCellShape CellShape;
Shape of the cells this grid is composed of

KeepLoadedRange Source code

var(LevelGridVolume) const float KeepLoadedRange;
Extra distance before the LoadingDistance which levels should stay loaded. This can be used to prevent a level from continuously being loaded and unloaded as the viewer's distance to the cell crosses the LoadingDistance threshold.

LevelGridVolumeName Source code

var(LevelGridVolume) const string LevelGridVolumeName;
Name of this level grid volume, which is also the prefix for level names created for volume. If empty, the level grid volume actor's name will be used instead. You should set this name before placing any actors into the level, and never change it afterwards!

LoadingDistance Source code

var(LevelGridVolume) const float LoadingDistance;
Minimum distance between a grid cell and the viewer before a cell's level will be queued to stream in

Subdivisions[3] Source code

var(LevelGridVolume) const int Subdivisions[3];
The number of streaming volumes should the grid be subdivided into along each axis. Be careful when changing this after actors have been added to the level grid volume!


Enumerations Detail

LevelGridCellShape Source code

enum LevelGridCellShape
{
LGCS_Box, LGCS_Hex
};
Possible shapes for grid cells


Structures Detail

LevelGridCellCoordinate Source code

struct LevelGridCellCoordinate
{
var int X;
var int Y;
var int Z;
};
Structure contains coordinates for a single grid cell
X:
Cell X coordinate
Y:
Cell Y coordinate
Z:
Cell Z coordinate


Defaultproperties

defaultproperties
{
	Begin Object Name=BrushComponent0
		CollideActors=False
		BlockActors=False
		BlockZeroExtent=False
		BlockNonZeroExtent=False
		BlockRigidBody=False
	End Object

	Begin Object Class=LevelGridVolumeRenderingComponent Name=LevelGridVolumeRenderer
	End Object
	Components.Add(LevelGridVolumeRenderer)

	bColored=true

	
	BrushColor=(R=80,G=80,B=80,A=255)

	bCollideActors=False
	bBlockActors=False
	bProjTarget=False
	SupportedEvents.Empty

	CellShape=LGCS_Box
	Subdivisions[0]=1
	Subdivisions[1]=1
	Subdivisions[2]=1

	LoadingDistance=20480
	KeepLoadedRange=2048
}

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Creation time: ti 22-3-2011 19:56:51.622 - Created with UnCodeX