UE3:SpeedTreeComponent (UDK)

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UDK Object >> Component >> ActorComponent >> PrimitiveComponent >> SpeedTreeComponent
Package: 
Engine

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Properties

Property group 'Lightmass'

LightmassSettings

Type: EngineTypes.LightmassPrimitiveSettings

The Lightmass settings for the entire speedtree.

Default value:

Member Value
DiffuseBoost 1.0
EmissiveBoost 1.0
EmissiveLightFalloffExponent 2.0
FullyOccludedSamplesFraction 1.0
SpecularBoost 1.0

Property group 'SpeedTree'

BillboardMaterial

Type: MaterialInterface

Billboard material.

Branch1Material

Type: MaterialInterface

Branch material.

Branch2Material

Type: MaterialInterface

Cap material.

bUseBillboards

Type: bool

Whether billboards are drawn at the lowest LOD or not.

Default value: True

bUseBranches

Type: bool

Whether to draw branches or not.

Default value: True

bUseFronds

Type: bool

Whether to draw fronds or not.

Default value: True

bUseLeafCards

Type: bool

Whether to draw leaf cards or not.

Default value: True

bUseLeafMeshes

Type: bool

Whether to draw leaf meshes or not.

Default value: True

FrondMaterial

Type: MaterialInterface

Frond material.

LeafCardMaterial

Type: MaterialInterface

Leaf card material.

LeafMeshMaterial

Type: MaterialInterface

Leaf mesh material.

Lod3DEnd

Type: float

The distance for the lowest detail tree.

Default value: 3000.0

Lod3DStart

Type: float

The distance for the most detailed tree.

Default value: 500.0

LodBillboardEnd

Type: float

The distance for the lowest detail tree.

Default value: 4000.0

LodBillboardStart

Type: float

The distance for the most detailed tree.

Default value: 3500.0

LodLevelOverride

Type: float

the tree will use this LOD level (0.0 - 1.0). If -1.0, the tree will calculate its LOD normally.

Default value: 1.0

SpeedTree

Type: SpeedTree

Modifiers: const

USpeedTree resource.

Internal variables

BillboardLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's billboard light-map.

BranchLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's branch light-map.

FrondLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's frond light-map.

LeafCardLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's leaf card light-map.

LeafMeshLightMap

Type: LightMapRef

Modifiers: native, private, const

The component's leaf mesh light-map.

RotationOnlyMatrix

Type: Object.Matrix

Modifiers: native, private, const

The component's rotation matrix (for arbitrary rotations with wind)

SpeedTreeIcon

Type: Texture2D

Modifiers: editoronly, private

Icon texture.

Default value: Texture2D'EditorResources.SpeedTreeLogo'

StaticLights

Type: array<SpeedTreeStaticLight>

Modifiers: private, const

Static lights array.

Default values

Property Value
bAcceptsLights True
BlockActors True
BlockNonZeroExtent True
BlockRigidBody True
BlockZeroExtent True
bUseAsOccluder True
bUsePrecomputedShadows True
CastShadow True
CollideActors True

Enums

ESpeedTreeMeshType

Enumerates the types of meshes in a SpeedTreeComponent. Note: This is mirrored in Lightmass.

STMT_MinMinusOne 
STMT_Branches1 
STMT_Branches2 
STMT_Fronds 
STMT_LeafCards 
STMT_LeafMeshes 
STMT_Billboards 
STMT_Max 

Structs

LightMapRef

pointer Reference 

SpeedTreeStaticLight

Modifiers: native

The static lighting for a single light's affect on the component.

Object.Guid Guid 
ShadowMap1D BranchShadowMap 
ShadowMap1D FrondShadowMap 
ShadowMap1D LeafMeshShadowMap 
ShadowMap1D LeafCardShadowMap 
ShadowMap1D BillboardShadowMap 

Native functions

GetMaterial

native function MaterialInterface GetMaterial (ESpeedTreeMeshType MeshType)

Returns the component's material corresponding to MeshType if it is set, otherwise returns the USpeedTree's material.

SetMaterial

native function SetMaterial (ESpeedTreeMeshType MeshType, MaterialInterface Material)

Sets the component's material override, and reattaches if necessary.