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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).


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.


enum EProjectorBlending




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