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Engine.ProcBuildingRuleset

Extends
Object
Modifiers
hidecategories ( Object ) native ( ProcBuilding )

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

Core.Object
|   
+-- Engine.ProcBuildingRuleset

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
boolbBeingEdited
array<PBRuleNodeComment>Comments
PBRuleNodeBaseRootRule
Floor
MaterialInterfaceDefaultFloorMaterial
floatFloorPolyInset
floatFloorZOffset
floatNotFloorZOffset
LOD
boolbEnableInteriorTexture
boolbLODOnlyRoof
floatBuildingLODSpecular
TextureInteriorTexture
TextureLODCubemap
ProcBuildingRuleset
boolbPickRandomSwatch
MaterialInterfaceDefaultNonRectWallMaterial
array<PBParamSwatch>ParamSwatches
array<PBVariationInfo>Variations
Roof
MaterialInterfaceDefaultRoofMaterial
floatNotRoofZOffset
floatRoofEdgeScopeRaise
floatRoofPolyInset
floatRoofZOffset
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
EProcBuildingAxis
EPBAxis_X, EPBAxis_Z
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
PBParamSwatch
SwatchName, Params
PBVariationInfo
VariationName, bMeshOnTopOfFacePoly
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bBeingEdited Source code

var editoronly transient bool bBeingEdited;
Used to avoid editing the same ruleset in multiple Facade windows at the same time.

Comments Source code

var editoronly array<PBRuleNodeComment> Comments;
Array of comment nodes (for drawing comment boxes) - not connected, so need this so they are serialized.

RootRule Source code

var instanced PBRuleNodeBase RootRule;
Pointer to first rule to execute

Floor

DefaultFloorMaterial Source code

var(Floor) MaterialInterface DefaultFloorMaterial;
Material applied to floor surface by default (can be overridden)

FloorPolyInset Source code

var(Floor) float FloorPolyInset;
Amount to 'pull in' vertices of the generated floor poly.

FloorZOffset Source code

var(Floor) float FloorZOffset;
Offset applied to floor poly if at very bottom of overall building

NotFloorZOffset Source code

var(Floor) float NotFloorZOffset;
Offset applied to floor poly if not at very bottom of overall building

LOD

bEnableInteriorTexture Source code

var(LOD) bool bEnableInteriorTexture;
Whether to have any 'interior' texture on the LOD building windows

bLODOnlyRoof Source code

var(LOD) bool bLODOnlyRoof;
If TRUE, roof only displays in when building drops to low-detail version

BuildingLODSpecular Source code

var(LOD) float BuildingLODSpecular;
Amount of specular to apply to low LOD building material

InteriorTexture Source code

var(LOD) Texture InteriorTexture;
Texture to use for 'interior' of LOD building windows

LODCubemap Source code

var(LOD) Texture LODCubemap;
Cubemap texture to use for the LOD version of the building.

ProcBuildingRuleset

bPickRandomSwatch Source code

var(ProcBuildingRuleset) bool bPickRandomSwatch;
If TRUE, then pick a random swatch if a building is currently None (or not supported by current ruleset)

DefaultNonRectWallMaterial Source code

var(ProcBuildingRuleset) MaterialInterface DefaultNonRectWallMaterial;
Material applied to non-rectangular surfaces by default (can be overridden)

ParamSwatches Source code

var(ProcBuildingRuleset) array<PBParamSwatch> ParamSwatches;
Pre-defined, names 'swatches' (or sets) of parameters that can be selected on a building

Variations Source code

var(ProcBuildingRuleset) array<PBVariationInfo> Variations;
Array of 'variations' supported within this ruleset

Roof

DefaultRoofMaterial Source code

var(Roof) MaterialInterface DefaultRoofMaterial;
Material applied to roof surface by default (can be overridden)

NotRoofZOffset Source code

var(Roof) float NotRoofZOffset;
Offset applied to roof poly if not at very top of overall building

RoofEdgeScopeRaise Source code

var(Roof) float RoofEdgeScopeRaise;
How much to raise top of scopes that meet the roof of the building, forming a short wall around the roof.

RoofPolyInset Source code

var(Roof) float RoofPolyInset;
Amount to 'pull in' vertices of the generated roof poly.

RoofZOffset Source code

var(Roof) float RoofZOffset;
Offset applied to floor poly if at very top of overall building


Enumerations Detail

EProcBuildingAxis Source code

enum EProcBuildingAxis
{
EPBAxis_X, EPBAxis_Z
};


Structures Detail

PBParamSwatch Source code

struct PBParamSwatch
{
var(ProcBuildingRuleset) array<PBMaterialParam> Params;
var(ProcBuildingRuleset) name SwatchName;
};
Struct holding a defined 'swatch' of parameters that can be selected by name
Params:
Set of parameters that should be applied when this swatch is selected for a building
SwatchName:
Name of this swatch

PBVariationInfo Source code

struct PBVariationInfo
{
var(ProcBuildingRuleset) bool bMeshOnTopOfFacePoly;
var(ProcBuildingRuleset) Name VariationName;
};
Struct contain information about 'variations' supported within this ruleset
bMeshOnTopOfFacePoly:
If TRUE, meshes are placed on top of simple face poly, rather than making hole for meshes.
VariationName:
Name of this variation


Defaultproperties

defaultproperties
{
	BuildingLODSpecular=2.0
	RoofEdgeScopeRaise=0.0

	bEnableInteriorTexture=TRUE
}

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Creation time: ti 22-3-2011 19:56:55.574 - Created with UnCodeX