UE3:FluidSurfaceComponent (UDK)

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UDK Object >> Component >> ActorComponent >> PrimitiveComponent >> FluidSurfaceComponent

Contents

Package: 
Engine

Utility component for drawing an interactive body of fluid.

Origin is at the component location.

Properties

Property group 'Fluid'

DeactivationDistance

Type: float

Distance between the camera and the closest fluid edge where the fluid will deactivate and start rendering as a simple flat quad.

Default value: 3000.0

EnableDetail

Type: bool

Whether the detail simulation grid should be used or not

Default value: True

EnableSimulation

Type: bool

Whether the vertex positions in the simulation grid should be animated or not

Default value: True

FluidDamping

Type: float

How much to dampen the amplitude of waves in the fluid (0.0-30.0)

Default value: 1.0

FluidHeightScale

Type: float

Wave height scale - higher value produces higher waves

Default value: 1.0

FluidTravelSpeed

Type: float

Wave travel speed factor for the simulation grid (0.0-1.0)

Default value: 1.0

FluidUpdateRate

Type: float

Fluid update rate in number of updates per second

Default value: 30.0

ForceContinuous

Type: float

How much ripple to make when an Actor moves through the fluid.

Default value: -200.0

ForceImpact

Type: float

How much ripple to make when fluid is hit by a weapon or touched by a object for the first time.

Default value: -3.0

GPUTessellationFactor

Type: float

How much the GPU should tessellate the fluid grid. (Only used on platforms that completely supports GPU tessellation.)

Default value: 1.0

GridSpacing

Type: float

The size of a grid cell in the vertex simulation (in world space units)

Default value: 10.0

GridSpacingLowRes

Type: float

Fluids automatically draw a low-resolution grid when they are deactivated. A reasonable value is needed for vertex fogging to work when the fluid is translucent. A maximum of 65000 vertices are allowed before GridSpacingLowRes is clamped.

Default value: 800.0

LightingContrast

Type: float

Increasing this value adds more contrast to the lighting by exaggerating the curvature for the fluid normals.

Default value: 1.0

SimulationQuadsX

Type: int

Number of quads in the simulated grid (along the X-axis)

Default value: 200

SimulationQuadsY

Type: int

Number of quads in the simulated grid (along the Y-axis)

Default value: 200

TargetDetail

Type: Actor

Target actor which the detail texture will center around. If none is provided, the detail texture will center around the active camera.

TargetSimulation

Type: Actor

Target actor which the simulation grid will center around. If none is provided, the simulation grid will center around the active camera.

Property group 'FluidDebug'

bPause

Type: bool

Modifiers: transient

Whether to update the fluid or pause it

bShowDetailNormals

Type: bool

Whether to render an overlay of the detail normal for debugging

bShowDetailPosition

Type: bool

Whether to visualize the placement of the detail texture

bShowFluidDetail

Type: bool

Modifiers: transient

Whether to show the detail normalmap on the fluid

Default value: True

bShowFluidSimulation

Type: bool

Modifiers: transient

Whether to visualize the height of the main fluid grid

Default value: True

bShowSimulationNormals

Type: bool

Modifiers: transient

Whether to render lines for normals

bShowSimulationPosition

Type: bool

Whether to visualize the placement of the simulated grid

bTestRipple

Type: bool

Whether to enable a force for debugging

bTestRippleCenterOnDetail

Type: bool

Whether the test ripple should center on the detail texture or the main grid.

NormalLength

Type: float

The length of the visualized normals, when bShowSimulationNormals is turned on

Default value: 10.0

TestRippleFrequency

Type: float

Number of seconds between each pling on the test ripple. 0 makes it continuous.

Default value: 1.0

TestRippleRadius

Type: float

Radius of the test ripple, in world space

Default value: 30.0

TestRippleSpeed

Type: float

Angular speed of the test ripple

Default value: 1.0

Property group 'FluidDetail'

DetailDamping

Type: float

How much to dampen the amplitude of waves in the detail texture (0.0-30.0)

Default value: 1.0

DetailHeightScale

Type: float

Wave height scale for the detail texture - higher value produces higher waves

Default value: 1.0

DetailResolution

Type: int

Number of simulation cells along each axis in the detail texture

Default value: 256

DetailSize

Type: float

World space size of one edge of the detail texture

Default value: 500.0

DetailTransfer

Type: float

How much of an applied force should be transferred to the detail texture (0.0-1.0)

Default value: 0.5

DetailTravelSpeed

Type: float

Wave travel speed factor for the detail texture (0.0-1.0)

Default value: 1.0

DetailUpdateRate

Type: float

Fluid update rate in number of updates per second

Default value: 30.0

Property group 'FluidSurfaceComponent'

FluidMaterial

Type: MaterialInterface

Surface material

Property group 'Lighting'

LightmapResolution

Type: int

Resolution of the fluid's texture lightmap.

Default value: 128

Property group 'Lightmass'

LightmassSettings

Type: EngineTypes.LightmassPrimitiveSettings

The Lightmass settings for this object.

Default value:

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

Internal variables

ClampMap

Type: array<byte>

Modifiers: const

Stores a 1 for each clamped vertex that should not be simulated, and a 0 for each vertex that should be simulated.

DeactivationTimer

Type: float

Modifiers: private, native, transient


DetailPosition

Type: Object.Vector

Modifiers: private, native, transient


FluidHeight

Type: float

Modifiers: private


Default value: 2000.0

FluidSimulation

Type: pointer{class FFluidSimulation}

Modifiers: private, native, transient, const

All transient member variables are contained inside the FFluidSurfaceInfo object.

FluidWidth

Type: float

Modifiers: private


Default value: 2000.0

LightMap

Type: LightMapRef

Modifiers: native, private, const

Reference to the texture lightmap resource.

ShadowMaps

Type: array<ShadowMap2D>

Modifiers: private, const


SimulationPosition

Type: Object.Vector

Modifiers: private, native, transient


TestRippleAngle

Type: float

Modifiers: private, native, transient


TestRippleTime

Type: float

Modifiers: private, native, transient


ViewDistance

Type: float

Modifiers: private, native, transient


Default values

Property Value
bAcceptsLights True
bForceDirectLightMap True
bIgnoreNearPlaneIntersection True
BlockNonZeroExtent True
BlockZeroExtent True
bTickInEditor True
bUsePrecomputedShadows True
CollideActors True

Structs

LightMapRef

pointer Reference 

Native functions

ApplyForce

native final function ApplyForce (Object.Vector WorldPos, float Strength, float Radius, optional bool bImpulse)

Apply a force to the fluid.

SetDetailPosition

native final function SetDetailPosition (Object.Vector WorldPos)

Set the position of the origin of the detail texture, within the fluid.

SetSimulationPosition

native final function SetSimulationPosition (Object.Vector WorldPos)

Set the position of the origin of the simulation grid, within the fluid.