UVectorFieldAnimated

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/VectorField/VectorFieldAnimated.h

Include

#include "VectorField/VectorFieldAnimated.h"

Syntax

class UVectorFieldAnimated : public UVectorField

Variables

Name Description

Public variable

uint32: 1

 

bLoop

Whether or not the simulation should loop.

Public variable

TEnumAsByte< en...

 

ConstructionOp

The operation used to construct the vector field.

Public variable

int32

 

FrameCount

The number of frames in the atlas.

Public variable

float

 

FramesPerSecond

The rate at which to interpolate between frames.

Public variable

UVectorFieldSta...

 

NoiseField

A static vector field used to add noise.

Public variable

float

 

NoiseMax

The maximum magnitude of noise vectors to apply.

Public variable

float

 

NoiseScale

Scale to apply to vectors in the noise field.

Public variable

int32

 

SubImagesX

The number of horizontal subimages in the texture atlas.

Public variable

int32

 

SubImagesY

The number of vertical subimages in the texture atlas.

Public variable

UTexture2D *...

 

Texture

The texture from which to create the vector field.

Public variable

int32

 

VolumeSizeX

The size of the volume. Valid sizes: 16, 32, 64.

Public variable

int32

 

VolumeSizeY

The size of the volume. Valid sizes: 16, 32, 64.

Public variable

int32

 

VolumeSizeZ

The size of the volume. Valid sizes: 16, 32, 64.

Constructors

Name Description

Public function

UVectorFieldAnimated

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UVectorField

Name Description

Public function Virtual

void

 

InitInstance

(
    FVectorFieldInstance* Instance,
    bool bPreviewInstance
)

Initializes an instance for use with this vector field.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss