Projector
Projectors display a material on the world, just like a slide projector in real life. Projectors are dynamic: if a player walk in front of one in the game, she will have the projection applied as well. This behaviour is toggled with bLevelStatic. Projections travel through meshes, BSP etc. Several properties give control over what type of surfaces the projection is applied to.
When selected in UnrealEd, they display a yellow bounding box around a cyan trapezoid:
- the width and breadth of this is given by Display→DrawScale
- the depth of this is given by MaxTraceDistance. This is how far the projection is applied.
- the angle of projection by FOV.
- the orientation of the Projector is given by Movement→Rotation, just rotate it like a brush or any other directional actor (see camera movement).
Properties
- bool bClipBSP
- bool bClipStaticMesh
- bool bDynamicAttach
- bool bGradient
- Smooths the edges of the projection
- bool bLevelStatic
- The projection displays on everything that is present at the start of play, but nothing afterwards: players won't be affected. Useful for sticking graffiti on walls, for example.
- bool bProjectActor
- bool bProjectBSP
- bool bProjectOnAlpha
- bool bProjectOnBackfaces
- bool bProjectOnParallelBSP
- No longer used.
- bool bProjectOnUnlit
- bool bProjectParticles
- bool bProjectStaticMesh
- bool bProjectTerrain
- int FOV
- EProjectorBlending FrameBufferBlendingOp
- The blending operation between the framebuffer and the result of the base material blend.
- EProjectorBlending MaterialBlendingOp
- The blending operation between the material being projected onto and ProjTexture.
- int MaxTraceDistance
- name ProjectTag
- Material ProjTexture
- the material to be projected.
Enums
enum EProjectorBlending
{
PB_None, PB_Modulate, PB_AlphaBlend, PB_Add
};
Related Topics
- ProjectorTricks - Projector Tricks (udntech)
- ProjectiveTutorial - Projective Tutorial (udncontent)
- Weird Projector effects - Extra projector tricks hitherto unused by man