- This line was added.
- This line was removed.
- Formatting was changed.
The Decal Component will project a texture onto geometry and terrain. A typical use case for a decal would be for example blood splashes.
|Default Spawn||Whether or not to automatically spawn the decal.|
|Material||The material we want to use on the decal.|
|Follow Entity||Whether or not the decal follows the entity.|
|Projection Type||The method of projection to be used.|
|Projection Depth||The depth at which the decal should be projected.|
|Sort Priority||Sorting priority - used to resolve depth issues with other decals.|
The Fog Volume Component adds an area of fog around the components position. This can be used to create local areas of fog instead of global fog through the environment editor.
These options changes different aspects of the Fog Volume that would be attached to the entity.
The Particle Emitter Component can emit particles at the position of the parent entity.
|Particle Emitter Settings|
This component creates rain in a radius around the entity that you attach this component to. This is the quickest way to introduce rain into the level; however, if you want to create a rain effect with different properties, please refer to the Creating an Omnipresent Colliding Effect page.
|Enable||Enables rain around the Entity.|
|Amount||Set the overall amount of the rain entity's various effects.|
|Ignore Visareas||Continue to render rain when player is inside a visarea.|
|Disable Occlusion||Don't check if object should be occluded from rain (is under cover).|
|Radius||The size of the area around the entity Entity in which the rain will be falling.|
|Diffuse Darkening||Defines how dark the puddles and rain are.|
|Rain Drops Amount||Set the amount of rain drops that can be seen in the air.|
|Rain Drops Speed||Set the speed at which the rain drops travel.|
|Rain Drops Lighting||Set the brightness or backlighting of the rain drops.|
Amount of puddles the rain creates on the ground
|Puddles Mask Amount||Set the strength of the puddle mask to balance different puddle results.|
|Puddles Ripple Amount||Set the strength and frequency of the puddles generated by the rain (offset PuddlesAmount).|
|SplashesAmount||Amount of splashes the rain creates on the ground (it just scales the amount of splashes)|
Allows to spawn ripples on water surfaces. It is especially useful for cutscenes when non-physicalized entities are moving through a body of water.
|Scale||Size of the ripple effect.|
|Strength||Strength of the ripple effect. Also affects size.|
The most noticeable changes happen in the range from 0 to 1.
|Frequency||Sets the interval for AutoSpawn in seconds.|
|Random Frequency||Randomly changes the frequency of the ripple effect. The value specified is the maximum frequency that will occurr.|
|Random Scale||Randomly sets the scale of the ripple effect. The value specified is the maximum scale that can be set.|
|Random Strength||Same as Random Scale, but for the Strength value.|
|Enable||Turns the entity on/off.|
|Auto Spawn||If enabled, water ripples will be spawned regularly even if the entity doesn't move.|
The spawn interval is determined by the Frequency and RandomFreq properties.
|Spawn On Movement||If enabled, ripples will be spawned when the entity moves.|
|Random Offset||Randomly spawns ripples at an offset position relative to the entity. These values set the maximum offset on the X and Y axes (local coordinate system). Only works if AutoSpawn is enabled.|
On This Page
|Table of Contents|