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# Engine.FluidVolume

Extends
  PhysicsVolume
Modifiers
  native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Brush
          |
          +-- Engine.Volume
             |
             +-- Engine.PhysicsVolume
                |
                +-- Engine.FluidVolume

Variables Summary
int | Interface
SurfaceColor
color | BaseColor
color | ReflectionModulator
color | TangentColor
byte | Transparency
SurfaceLowDetail
Texture | Texture
float | TextureScale
vector | TextureSpeed
SurfaceRipples
Texture | NormalMap
float | RippleScale
vector | RippleSpeed
byte | RippleStrength
SurfaceTexturing
Cubemap | ReflectionMap
SurfaceWaves
byte | EdgePolyBuffer
float | SubdivisionSize
FluidSurfaceParamaters | SurfaceParamaters
float | WaveHeightScaler
float | WaveSpeedScaler

Inherited Variables from Engine.PhysicsVolume
Active, bBounceVelocity, bDestructive, bDistanceFog, bMoveProjectiles, bNeutralZone, bNoInventory, bPainCausing, bWaterVolume, DamagePerSec, DamageType, DistanceFogColor, DistanceFogEnd, DistanceFogStart, EntryActor, EntrySound, ExitActor, ExitSound, FluidFriction, Gravity, GroundFriction, KBuoyancy, KExtraAngularDamping, KExtraLinearDamping, NextPhysicsVolume, PainTimer, Priority, TerminalVelocity, ViewFlash, ViewFog, ZoneVelocity

Inherited Variables from Engine.Volume
AssociatedActor, AssociatedActorTag, bReverseHavokTriangleWinding, DecoList, LocationName, LocationPriority

Functions Summary
|  | ActorEnteredVolume (Actor Other))
|  | ActorLeavingVolume (Actor Other))
|  | PawnEnteredVolume (Pawn Other))
|  | PawnLeavingVolume (Pawn Other))
|  | PostBeginPlay ()))

Inherited Functions from Engine.PhysicsVolume
ActorEnteredVolume, ActorLeavingVolume, CausePainTo, PawnEnteredVolume, PawnLeavingVolume, PhysicsChangedFor, TimerPop, touch, Trigger

Inherited Functions from Engine.Volume
BeginState, DisplayDebug, Encompasses, PostBeginPlay, touch, untouch

Variables Detail

#### Interface Source code

var const transient private noexport int Interface;

### SurfaceColor

#### BaseColor Source code

var(SurfaceColor) color BaseColor;

#### ReflectionModulator Source code

var(SurfaceColor) color ReflectionModulator;

#### TangentColor Source code

var(SurfaceColor) color TangentColor;

#### Transparency Source code

var(SurfaceColor) byte Transparency;

### SurfaceLowDetail

#### Texture Source code

var(SurfaceLowDetail) editinlineuse Texture Texture;

#### TextureScale Source code

var(SurfaceLowDetail) float TextureScale;

#### TextureSpeed Source code

var(SurfaceLowDetail) vector TextureSpeed;

### SurfaceRipples

#### NormalMap Source code

var(SurfaceRipples) editinlineuse Texture NormalMap;

#### RippleScale Source code

var(SurfaceRipples) float RippleScale;

#### RippleSpeed Source code

var(SurfaceRipples) vector RippleSpeed;

#### RippleStrength Source code

var(SurfaceRipples) byte RippleStrength;

### SurfaceTexturing

#### ReflectionMap Source code

var(SurfaceTexturing) editinlineuse Cubemap ReflectionMap;

### SurfaceWaves

#### EdgePolyBuffer Source code

var(SurfaceWaves) byte EdgePolyBuffer;

#### SubdivisionSize Source code

var(SurfaceWaves) float SubdivisionSize;

#### SurfaceParamaters Source code

var(SurfaceWaves) editinlineuse FluidSurfaceParamaters SurfaceParamaters;

#### WaveHeightScaler Source code

var(SurfaceWaves) float WaveHeightScaler;

#### WaveSpeedScaler Source code

var(SurfaceWaves) float WaveSpeedScaler;

Functions Detail

#### ActorEnteredVolume Source code

simulated event ActorEnteredVolume ( Actor Other) )

#### ActorLeavingVolume Source code

simulated event ActorLeavingVolume ( Actor Other) )

#### PawnEnteredVolume Source code

simulated event PawnEnteredVolume ( Pawn Other) )

#### PawnLeavingVolume Source code

simulated event PawnLeavingVolume ( Pawn Other) )

#### PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

Defaultproperties

    defaultproperties
    {
    	DrawType = DT_FluidVolume

    	bUnlit = true
    	bAcceptsProjectors = false

    	Transparency = 127
    	SubdivisionSize = 512
    	WaveHeightScaler = 0.5
    	WaveSpeedScaler = 1.0

    	BaseColor = (R=0,G=100,B=255,A=0)
    	TangentColor = (R=0,G=150,B=200,A=0)
    	ReflectionModulator = (R=128,G=128,B=128,A=128)

    	NormalMap = Texture'Engine_res.Render.SurfaceRipplesNorm'
    	RippleScale = 2048
    	RippleSpeed = (X=3,Y=3,Z=0)
    	RippleStrength = 100

    	TextureScale = 512
    	TextureSpeed = (X=20,Y=20,Z=0)

        bWaterVolume = true
    	KBuoyancy=0.9
    	FluidFriction=+0.45
    }

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Creation time: st 23.5.2018 00:10:29.801 - Created with UnCodeX