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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.ParticleModule | +-- Engine.ParticleModuleTypeDataBase | +-- Engine.ParticleModuleTypeDataMesh
ParticleModuleTypeDataMeshPhysX
Variables Summary | |
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EMeshCameraFacingUpAxis | CameraFacingUpAxisOption |
bool | CastShadows |
bool | DoCollisions |
CameraFacing | |
bool | bApplyParticleRotationAsSpin |
bool | bCameraFacing |
EMeshCameraFacingOptions | CameraFacingOption |
Mesh | |
bool | bAllowMotionBlur |
bool | bOverrideMaterial |
StaticMesh | Mesh |
EMeshScreenAlignment | MeshAlignment |
Orientation | |
EParticleAxisLock | AxisLockOption |
float | Pitch |
float | Roll |
float | Yaw |
Enumerations Summary | ||
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EMeshCameraFacingOptions XAxisFacing_NoUp, XAxisFacing_ZUp, XAxisFacing_NegativeZUp, XAxisFacing_YUp, XAxisFacing_NegativeYUp, LockedAxis_ZAxisFacing, LockedAxis_NegativeZAxisFacing, LockedAxis_YAxisFacing, LockedAxis_NegativeYAxisFacing, VelocityAligned_ZAxisFacing, VelocityAligned_NegativeZAxisFacing, VelocityAligned_YAxisFacing, VelocityAligned_NegativeYAxisFacing, | ||
EMeshCameraFacingUpAxis CameraFacing_NoneUP, CameraFacing_ZUp, CameraFacing_NegativeZUp, CameraFacing_YUp, CameraFacing_NegativeYUp, | ||
EMeshScreenAlignment PSMA_MeshFaceCameraWithRoll, PSMA_MeshFaceCameraWithSpin, PSMA_MeshFaceCameraWithLockedAxis |
Inherited Enumerations from Engine.ParticleModule |
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EModuleType, EParticleSourceSelectionMethod |
Structures Summary |
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Inherited Structures from Engine.ParticleModule |
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ParticleCurvePair, ParticleRandomSeedInfo |
Variables Detail |
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The axis of the mesh to point up when camera facing the X-axis. CameraFacing_NoneUP No attempt to face an axis up or down. CameraFacing_ZUp Z-axis of the mesh should attempt to point up. CameraFacing_NegativeZUp Z-axis of the mesh should attempt to point down. CameraFacing_YUp Y-axis of the mesh should attempt to point up. CameraFacing_NegativeYUp Y-axis of the mesh should attempt to point down.
If TRUE, has the meshes cast shadows
UNUSED (the collision module dictates doing collisions)
If TRUE, apply 'sprite' particle rotation about the orientation axis (direction mesh is pointing). If FALSE, apply 'sprite' particle rotation about the camera facing axis.
If TRUE, then point the X-axis of the mesh towards the camera. When set, AxisLockOption as well as all other locked axis/screen alignment settings are ignored.
The camera facing option to use: All camera facing options without locked axis assume X-axis will be facing the camera. XAxisFacing_NoUp - X-axis camera facing, no attempt to face an axis up or down. XAxisFacing_ZUp - X-axis camera facing, Z-axis of the mesh should attempt to point up. XAxisFacing_NegativeZUp - X-axis camera facing, Z-axis of the mesh should attempt to point down. XAxisFacing_YUp - X-axis camera facing, Y-axis of the mesh should attempt to point up. XAxisFacing_NegativeYUp - X-axis camera facing, Y-axis of the mesh should attempt to point down. All axis-locked camera facing options assume the AxisLockOption is set. EPAL_NONE will be treated as EPAL_X. LockedAxis_ZAxisFacing - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face towards camera. LockedAxis_NegativeZAxisFacing - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face away from camera. LockedAxis_YAxisFacing - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face towards camera. LockedAxis_NegativeYAxisFacing - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face away from camera. All velocity-aligned options do NOT require the ScreenAlignment be set to PSA_Velocity. Doing so will result in additional work being performed... (it will orient the mesh twice). VelocityAligned_ZAxisFacing - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face towards camera. VelocityAligned_NegativeZAxisFacing - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face away from camera. VelocityAligned_YAxisFacing - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face towards camera. VelocityAligned_NegativeYAxisFacing - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face away from camera.
Allow this mesh emitter to render using motion blur. This adds a velocity rendering pass
If TRUE, use the emitter material when rendering rather than the one applied to the static mesh model.
The static mesh to render at the particle positions
The alignment to use on the meshes emitted. The RequiredModule->ScreenAlignment MUST be set to PSA_TypeSpecific to use. One of the following: PSMA_MeshFaceCameraWithRoll Face the camera allowing for rotation around the mesh-to-camera vector (amount provided by the standard particle sprite rotation). PSMA_MeshFaceCameraWithSpin Face the camera allowing for the mesh to rotate about the tangential axis. PSMA_MeshFaceCameraWithLockedAxis Face the camera while maintaining the up vector as the locked direction.
The axis to lock the mesh on. This overrides TypeSpecific mesh alignment as well as the LockAxis module. EPAL_NONE - No locking to an axis. EPAL_X - Lock the mesh X-axis facing towards +X. EPAL_Y - Lock the mesh X-axis facing towards +Y. EPAL_Z - Lock the mesh X-axis facing towards +Z. EPAL_NEGATIVE_X - Lock the mesh X-axis facing towards -X. EPAL_NEGATIVE_Y - Lock the mesh X-axis facing towards -Y. EPAL_NEGATIVE_Z - Lock the mesh X-axis facing towards -Z. EPAL_ROTATE_X - Ignored for mesh emitters. Treated as EPAL_NONE. EPAL_ROTATE_Y - Ignored for mesh emitters. Treated as EPAL_NONE. EPAL_ROTATE_Z - Ignored for mesh emitters. Treated as EPAL_NONE.
The 'pre' rotation pitch (in degrees) to apply to the static mesh used.
The 'pre' rotation roll (in degrees) to apply to the static mesh used.
The 'pre' rotation yaw (in degrees) to apply to the static mesh used.
Enumerations Detail |
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XAxisFacing_NoUp, XAxisFacing_ZUp, XAxisFacing_NegativeZUp, XAxisFacing_YUp, XAxisFacing_NegativeYUp, LockedAxis_ZAxisFacing, LockedAxis_NegativeZAxisFacing, LockedAxis_YAxisFacing, LockedAxis_NegativeYAxisFacing, VelocityAligned_ZAxisFacing, VelocityAligned_NegativeZAxisFacing, VelocityAligned_YAxisFacing, VelocityAligned_NegativeYAxisFacing,};
CameraFacing_NoneUP, CameraFacing_ZUp, CameraFacing_NegativeZUp, CameraFacing_YUp, CameraFacing_NegativeYUp,};
PSMA_MeshFaceCameraWithRoll, PSMA_MeshFaceCameraWithSpin, PSMA_MeshFaceCameraWithLockedAxis};
Defaultproperties |
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defaultproperties { CastShadows=false DoCollisions=false MeshAlignment=PSMA_MeshFaceCameraWithRoll AxisLockOption=EPAL_NONE CameraFacingUpAxisOption=CameraFacing_NoneUP CameraFacingOption=XAxisFacing_NoUp } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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