Shape attribute samplers

Available properties
The plugin allows you to modify the following properties of your shape sampler:
Common properties
-
Shape type: you can change the shape to sample to any of the shapes below
-
Shape transforms: world or relative transforms to use.
Enable if sampled in SpawnerScript’s Eval(), so shape will be sampled locally to the Emitter.
Disable if sampled in SpawnerScript’s PostEval(), so the shape will be sampled world space. -
Position: shape position in the effect coordinate space
-
Rotation: shape rotation in the effect coordinate space (in degrees)
Ellipsoid
A hollow ellipsoid. Not fully implemented, currently does exactly like a sphere

-
Radius: Outer radius of the ellipsoid
-
Inner radius: Radius of the inner shell
Cylinder
A hollow cylinder

-
Radius: Outer radius of the cylinder
-
Inner radius: Radius of the inner shell
-
Height: Height of the cylinder
Capsule:
A hollow capsule

-
Radius: Outer radius of the capsule
-
Inner radius: Radius of the inner shell
-
Height: Height of the capsule
Static mesh:
Any Unreal static mesh

-
Shape sampling mode: Sampling mode to use for this AttributeSampler:
-
Scale: The scale of the mesh along the X, Y and Z axes
-
Static mesh: The static mesh to sample
-
Static mesh sub index: If the static mesh contains multiple submeshes, controls what submesh to sample
Skeletal mesh:
Any Unreal skeletal mesh

-
Shape sampling mode: Sampling mode to use for this AttributeSampler:
-
Fast: does a naive sampling with constant triangle sampling density
-
Uniform: does an uniform sampling with constant surface or volume sampling density
-
Weighted: uses vertex-colors to weight the sampling probability. See the
DensityColorChannelproperty
-
-
Target actor: An actor that contains a skeletal mesh component
-
Skinned mesh component name: The name of the skeletal mesh component in the target actor
-
Pause skinning: Enable this to pause the CPU skinning
-
Skin positions: Enable this if you want to sample this skeletal mesh positions
-
Sample normals: Enable this if you want to sample this skeletal mesh normals
-
Sample tangents: Enable this if you want to sample this skeletal mesh tangents
-
Build colors: Enable this if you want to sample this skeletal mesh colors
-
Build UVs: Enable this if you want to sample this skeletal mesh UVs
-
Compute velocities: Enable this if you want to sample this skeletal mesh velocities
-
Build cloth data: Enable this if you want to use the simulated cloth positions/normals (tangents unavailable)
-
Apply scale: Enable this if you want to use scaled transforms
-
Editor build initial pose: Check this to rebuild the initial pose of the mesh
-
Transforms: in addition to the common transform properties, skeletal mesh samplers can use their skinned mesh component relative or world transforms:
-
Skinned Component Relative Tr: Use Skinned Mesh Actor local transforms relative to its parent actor
-
Skinned Component World Tr: Use Skinned Mesh Actor world transforms
-
Emitter Sampler Relative Tr: Use Emitter Sampler Actor local transforms relative to its parent actor
-
Emitter Sampler World Tr: Use Emitter Sampler Actor world transforms
-
-
Weight: Weights sampling distribution when is a sub-Shape of a Shape Collection
(ifCollectionUseShapeWeightsis enabled in the Shape Collection).


