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    • [FEATURED] Landscape Material Tool
    • [FEATURED] Waterfall Tool 2
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      • How To Use (5.4+)
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        • Landscape Material Tool Editor Mode
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    • Waterfall Tool 2
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        • Quick Tutorial (Simple Mode)
        • Waterfall 2 Actor
        • Plugin Content
        • Waterfall Tool 2 Editor Mode
          • Simple Tab
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            • Paths
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  1. Supported Assets
  2. Waterfall Tool 2
  3. How To Use
  4. Waterfall Tool 2 Editor Mode
  5. Advanced Tab

Paths

Advanced settings for generating the Waterfall Paths.

Buttons

  • Generate Paths: Simulate particle paths to act as a guide or generating the waterfall meshes.

  • Clear Paths: Delete all of the simulated paths. Note: This also resets the dynamic meshes and FX.

Properties

  • Top Spline

    • Select Top Spline Points: Select spline points in Top Spline. Note: This is hidden in 5.4 because spline selection is broken in 5.4.

  • Initial Spawn

    • Num Paths: The number of paths to generate along the spline.

    • Single Path Position: If only one path is required to spawn, this will be the 0-1 offset on the spline.

    • Path Spawn Range: If more than one path is required to spawn, this will confine the spawning to a range from the end. Eg, If the spline distance is 100 and the PathSpawnRange is set to (0.2, 0.8), then the paths will only spawn between distances 20-80 and none will spawn on the distance < 20 or > 80.

    • Spawn Jitter Range: Affects the initial direction of the path by adding a randomised jitter to the yaw in this range.

    • Advanced

      • Point Grouping: The closer to 0, the more points are going to spawn, the further away from 0, the less points are going to spawn. This is taken into account BEFORE any resampling.

      • Spawn Trace Distance: {No Description}

      • Spawn Trace Offset: {No Description}

      • Spawn Trace Alpha: {No Description}

  • Simulation

    • Num Spline Points: If on, after the path is generated, it will resample the path to exactly this many spline points.

    • Substeps: Number of iterations per frame for the simulation.

    • Simulation Trace Channel: Which channel should the simulation run traces on (1 is visibility).

    • Ignore Actors: Actors to ignore for collision detection and physics.

  • Random

    • Seed: Random seed for the generation of the waterfall.

  • Kill

    • Kill Plane Location: The X-Y values are purely cosmetic. The Z value affects where the waterfall paths will end.

    • Additional Kill Actors: Additional actors that terminate path simulations other than the kill plane.

  • Speed

    • Speed: Simulation speed of the particle for the path generation.

    • Max Speed: Maximum simulation speed of the particle for the path generation.

    • Speed Random: Additional random speed of the particle for the path generation.

    • Kill Speed: If the particle moves slower than this speed in the simulation, the path will terminate even if it's not touching a kill actor/kill plane.

  • Direction

    • Flip Spline Direction: Changes the velocity to work in the opposite direction on the spline.

  • Physics

    • Gravity: Particle simulation gravity.

    • Drag: Particle simulation drag.

    • Friction: Particle simulation friction.

    • Bounce: Particle simulation bounce.

    • Lifetime: Particle simulation lifetime.

  • Avoidance

    • Obstacle Avoidance Weight: Particle simulation obstacle avoidance.

    • Obstacle Avoidance Distance: Particle simulation avoidance distance.

    • Obstacle Avoidance Falloff: Particle simulation avoidance falloff.

    • Obstacle Repulsion Weight: Particle simulation obstacle repulsion.

    • Obstacle Repulsion Distance: Particle simulation obstacle repulsion distance.

    • Obstacle Repulsion Falloff: Particle simulation obstacle repulsion falloff.

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Last updated 9 months ago

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