|StrikeLevels|{{RootFieldType|SyncList`1|[[#StrikeProperties|StrikeProperties]]}}|TypeAdv12=true| A list of different branch variants and bends in the lighting bolt.
Attach to a slot and insert into a [[Component:MeshRenderer]] to view the geometry it generates. Don't forget to use a [[Material]].
== StrikeProperties ==
== StrikeProperties ==
Generates a group of lines that shoot out at random bent angles with multiple segments. The start and end of these forks in the lighting mesh can be controlled via its settings.
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=== Fields ===
{{Table TypeFields
{{Table TypeFields
|Segments|Int|
|Segments|Int| The detail of this fork group
|StartWidth|Float|
|StartWidth|Float| the width of the start of the forks of this fork segment.
|EndWidth|Float|
|EndWidth|Float| the width of the end of the forks of this fork segment.
|MinOffset|Float|
|MinOffset|Float| the minimum offset from the start of the lighting bolt for this fork group
|MaxOffset|Float|
|MaxOffset|Float| the maximum offset from the start of the lighting bolt for this fork group
|ChildCount|Int|
|ChildCount|Int| The amount of forks in this fork group
|MinChildTargetDistanceRatio|Float|
|MinChildTargetDistanceRatio|Float| the minimum distance of the children of this fork group from the center bolt.
|MaxChildTargetDistanceRatio|Float|
|MaxChildTargetDistanceRatio|Float| the maximum distance of the children of the fork group from the center bolt.
|MinChildTargetOffset|Float|
|MinChildTargetOffset|Float| The minimum target offset for children of this fork group.
|MaxChildTargetOffset|Float|
|MaxChildTargetOffset|Float| the maximum target offset for children of this fork group.
If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
Bake meshes is a sync method that creates a static mesh component with this component, replaces all references to this component with the static mesh component, then deletes this component.
Usage
Attach to a slot and insert into a Component:MeshRenderer to view the geometry it generates. Don't forget to use a Material.
StrikeProperties
Generates a group of lines that shoot out at random bent angles with multiple segments. The start and end of these forks in the lighting mesh can be controlled via its settings.