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XProcMesh

UT2003 :: Actor >> xProcMesh (Package: Engine)

The xProcMesh actor creates a deformable surface similar to a FluidSurfaceInfo. The difference is that the xProcMesh can be deformed by damage, too.

Properties

xProcMesh Group

class<Effects> BigHitEffect
float BigMomentumThreshold
float BigTouchThreshold
bool bRigidEdges
bool CheckCollision
float Dampening
should be less than < 1.0
Range DampeningRange
Range ForceClamp
float ForceAttenuation
class<Effects> HitEffect
float InfluenceRadius
Range MovementClamp
float Noise
Range NoiseForce
Range NoiseTimer
EProcMeshType ProcType
float RestTension
float ShootStrength
float Tension
float TouchStrength

Force Group

bool bForceAffected

UnrealScript-Only Properties

array<ProcMeshVertex> Vertices (const)
array<int> SectionOffsets (const)
float NoiseCounter (transient)
pointer pProcData (const, transient)
// todo: take this out and serialize most things

Enums

EProcMeshType

MT_Water
MT_Deform

Structs

ProcMeshVertex

Vector Position
Vector Normal
Color Color
float U, V

Methods

Inherited From [Actor]]

TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) [simulated]
Deforms the surface based on the given momentum and spawns the HitEffect or the BigHitEffect.
Touch (Actor Other) [simulated]
Deforms the surface based on the actor's velocity if the actor can disturb fluid surfaces, i.e. its bDisturbFluidSurface property is set to True. In that case the HitEffect or BigHitEffect is spawned.

Native Functions

ProcPling (vector Position, float Strength, float Radius, out vector EffectLocation, out vector EffectNormal) [native, final]
Deforms the surface at the specified location (Z component is ignored).

Category Class (UT2003)

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