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Overview

The area objects are used to create three dimensional zones in the level that can be used to trigger events. Access the Area Objects on The RollupBar.

Table of Contents
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AreaBox

This entity lets you create a box to which you can link triggers and other entities that should be enabled when the player enters or leaves the box.

Params

Descriptions

AreaId

Sets up the ID of the area, so areas with another ID can overlap.

FadeInZone

Specifies in meters how big the zone around the box is that is used to fade in the effect attached to the box.
Only when the player is inside the box the effect is rendered at 100%, at the beginning of the FadeInZone its rendered at 0%.

Width

Specifies how wide the box is.

Length

Defines how long the box is.

Height

Specifies how high the shape area should be (0 means infinite height).

GroupId

Sets up the Group ID of the area, so areas with another group ID can overlap.

Priority

Defines the Priority so areas with a higher priority will be processed first.

ObstructRoof

DEPRECATED - This enables if the roof should be obstructed.

ObstructFloor

DEPRECATED - This enables if the floor should be obstructed.

Filled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

DisplaySoundInfo

Enable to expand Sound Obstruction options.

AreaSolid

Please see the AreaSolid documentation for more information.

AreaSphere

To the AreaSphere you can link triggers and other entities that should be enabled when the player enters or leaves the sphere.

Params

Descriptions

AreaId

Sets up the ID of the area, so areas with another ID can overlap.

FadeInZone

Specifies in meters how big the zone around the box is that is used to fade in the effect attached to the box. Only when the player is inside the box the effect is rendered at 100%, at the beginning of the fadeinzone its rendered at 0%.

Radius

Specifies how big the sphere should be.

GroupId

Sets up the Group ID of the area, so areas with another group ID can overlap.

Priority

Defines the Priority so areas with a higher priority will be processed first.

Filled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

FogVolume (Obsolete)

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Note
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Please use the Render Entities document for information on properly setting up a FogVolume Entity.

Adds a volumetric fog effect to the place where this entity is placed.

Params

Descriptions

Width

Specifies how wide the Fog Volume is.

Length

Defines how long the Fog Volume is.

Height

Lets you choose how high the FogVolume is.

ViewDistance

Sets up at what distance the fog volume effect should be not working anymore.

Shader

Lets you choose which shader is used for the top surface of the fog effect.

Color

Lets you choose which color is used for the fog effect.

LightBox

Please see the Light Boxes and Light Shapes documentation for more information.

LightPropagationVolume

Please see Irradiance Volumes - CE3.6 (deprecated) for more information. Irradiance Volumes were renamed to Light Propagation Volumes.

LightShape

Please see the Light Boxes and Light Shapes documentation for more information.

OccluderArea

An Occluder Area allows you to create an occlusion plane out of a custom shape with multiple edges, unlike an Occluder Plane object which can only be a square shape.

The purpose of this object is to stop the engine from rendering everything that is behind it. It is used for performance optimization in areas where automatic occlusion from brushes and terrain don't work very well.

Params

Descriptions

DisplayFilled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

CullDistRatio

Specifies at what distance the culling effect should stop occurring.

UseIndoors

Specifies if the occluder area should be working inside an indoor visarea.

OccluderPlane

An Occluder Plane can be used to occlude objects behind the plane. Like Occluder Area's, this typically isn't required because occlusion is done automatically through the assets, these can be used as a fallback method.

Params

Descriptions

Height

Specifies how high the occluder plane is.

DisplayFilled

Just for visibility in the editor this option defines if the plane should be rendered as filled or not.

CullDistRatio

Specifies at what distance the culling effect should stop occurring.

UseIndoors

Specifies if the occluder plane should work inside a visarea.

DoubleSide

Specifies if the occluder plane should work from both sides.

Portal

Please see the VisArea and Portals tutorial for more information.

Shape

This object lets you create a shape to which you can link triggers and other entities that should be enabled when the player enters or leaves the area shape.

Params

Descriptions

Width

Specifies how wide the entity is.

Height

Specifies how high the shape area should be (0 means infinite height).

AreaId

Sets up the ID of the area, so areas with another ID can overlap.

GroupId

Sets up the Group ID of the area, so areas with another group ID can overlap.

Priority

Defines the Priority so areas with a higher priority will be processed first.

Closed

Sets if the area should be closed or if it should be just a line.

ObstructRoof

DEPRECATED - This enables if the roof should be obstructed.

ObstructFloor

DEPRECATED - This enables if the floor should be obstructed.

DisplayFilled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

DisplaySoundInfo

Enable to expand Sound Obstruction options.

Agent_height

When Render_voxel_grid is enabled this determines the height - along the y axis - of the grid cells rendered.

Agent_width

When Render_voxel_grid is enabled this determines the height - along the x axis - of the grid cells rendered.

Render_voxel_grid

If true, voxel grid will be rendered when helpers are enabled.

voxel_offset_x

Offset voxel grid on the X axis.

voxel_offset_y

Offset voxel grid on the Y axis.

VisArea

Please see the VisArea and Portals tutorial for more information.

WaterVolume

The water volume lets you create lakes, pools, water in a sink, pretty much any type of body of water, small or large.

Params

Descriptions

Width

Specifies how wide the volume is.

Height

Specifies the height of the volume. Not needed for watervolumes, inherited from Area Shapes.

Length

DEPRECATED - Defines how long the volume is.

AreaId

Sets up the ID of the area, so areas with another ID can overlap.

GroupId

Sets up the Group ID of the area, so areas with another group ID can overlap.

Priority

Defines the Priority so areas with a higher priority will be processed first.

Closed

Sets if the area should be closed or if it should be just a line.

ObstructRoof

DEPRECATED - This enables if the roof should be obstructed.

ObstructFloor

DEPRECATED - This enables if the floor should be obstructed.

DisplayFilled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

DisplaySoundInfo

Enable to expand Sound Obstruction options.

Agent_height

When Render_voxel_grid is enabled this determines the height - along the y axis - of the grid cells rendered.

Agent_width

When Render_voxel_grid is enabled this determines the height - along the x axis - of the grid cells rendered.

Render_voxel_grid

If true, voxel grid will be rendered when helpers are enabled.

voxel_offset_x

Offset voxel grid on the X axis.

voxel_offset_y

Offset voxel grid on the Y axis.

Depth

Specifies how deep the lake should be.

Speed

Specifies at which speed the water should be moving.

FogDensity

Specifies how dense the underwater fog is.

FogColor

Lets you choose the underwater fog color.

FogColorMultiplier

Lets you choose how bright the underwater fog color is.

FogColorAffectedBySun

If true, SunColor value set in the Time of Day will affect fog color of the water volume.

FogShadowing

If enabled, surface of watervolume will receive shadows. You can control the shadow darkness, valid input 0-1.

Note

r_FogShadowsWater needs to be set to '1' for this to function, which is currently only enabled on Very High Spec.
If you use VolFogShadows in Environment Panel, you lose control of shadow darkness (automatically set to full).
The benefit here is that the fog in the WaterVolume will receive volumetric shadows! See below for comparisons.

CapFogAtVolumeDepth

If false, fog will continue to render below the specified Depth of water volume.

UScale

Specifies how much the water surface (bump) texture is tiled horizontally.

VScale

Specifies how much the water surface (bump) texture is tiled vertically.

ViewDistRatio

See Common Entity Parameters for more information.

Caustics

See Water Volume Caustics for more information.

CausticIntensity

See Water Volume Caustics for more information.

CausticTiling

See Water Volume Caustics for more information.

CausticHeight

See Water Volume Caustics for more information.

Image RemovedImage Removed
VolFogShadows = DisabledVolFogShadows = Enabled
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FogShadowing = 0FogShadowing = 0.25FogShadowing = 0.5

 Please see the WaterVolumes article for more information.

 

Excerpt
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Area objects are used to create three (or some, two) dimensional zones in the level that can be used to trigger events, create lakes, isolate areas and more.

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