Name
|
Type
|
Description
|
persistent
|
Bool
|
Determines whether or not this item will be saved to the server.
|
UpdateOrder
|
Int
|
Controls the order in which this component is updated.
|
Enabled
|
Bool
|
Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
|
HighPriorityIntegration
|
Bool
|
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.
|
OverrideBoundingBox
|
Bool
|
Force the bounding box calculated from this component to use OverridenBoundingBox instead of calculating when requested.
|
OverridenBoundingBox
|
BoundingBox
|
the bounding box this component should say it has when OverrideBoundingBox is enabled. Useful for bounding box calculations with Flux, or changing the selection box for this component when rendered.
|
Profile
|
ColorProfile
|
The profile that the vertex colors for this mesh should be displayed in.
|
InitialPosition
|
Float3
|
The initial position of the ballistics path.
|
InitialVelocity
|
Float3
|
The initial velocity of the ballistics path.
|
Gravity
|
Float3
|
The gravity affecting the ballistics path (m/s^2)
|
Drag
|
Float
|
the resistance through the air of the generated ballistics path
|
Mode
|
StepMode
|
What units StepSize is in.
|
StepSize
|
Float
|
How many units maximum every bend/segment is in length (the last segment may be shorter).
|
TotalUnits
|
Float
|
How many segments the path mesh will have give or take 1 or 2.
|
Shape
|
PathShape
|
What shape the arc should be rendered as.
|
Size
|
Float
|
How big to scale this ballisitics path
|
Points
|
Int
|
how many sides the tube mesh uses. Only accepts values greater than or equal to 3.
|
DualSided
|
Bool
|
whether the generated mesh should be dual sided.
|
Up
|
Float3
|
The up direction against gravity for the generated mesh (local space)
|
DistanceSizeGrowth
|
Float
|
How much to make the width/radius of the path mesh grow as it progresses along the arc.
|
MinGrownSize
|
Float
|
How skinny at minimum the Ballistic Path Mesh will get from applying DistanceSizeGrowth .
|
MaxGrownSize
|
Float
|
How wide at maximum the Ballistic Path Mesh will get from applying DistanceSizeGrowth .
|
UseLastSegment
|
Bool
|
Whether to add one final segment that goes to <codr>LastSegmentPosition
|
LastSegmentPosition
|
Float3
|
The local position to place the end of the last segment at if UseLastSegment is enabled.
|