I'm a doctor, not a mechanic

UE3:Emitter (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UDK Object >> Actor >> Emitter

Contents

Package: 
Engine
Direct subclasses:
EmitterCameraLensEffectBase, EmitterSpawnable, PhysXEmitterSpawnable, UTEmitCameraEffect, UTEmitter
This class in other games:
U2XMP, UE2Runtime, UT2003, UT2004, UT3

Emitter actor class.

[edit] Properties

[edit] Property group 'Emitter'

[edit] bPostUpdateTickGroup

Type: bool


[edit] LightEnvironment

Type: DynamicLightEnvironmentComponent

Modifiers: editconst, const


[edit] ParticleSystemComponent

Type: ParticleSystemComponent

Modifiers: editconst, const


Default value: ParticleSystemComponent'ParticleSystemComponent0'

[edit] Internal variables

[edit] bCurrentlyActive

Type: bool

Modifiers: repnotify

used to update status of toggleable level placed emitters on clients

[edit] bDestroyOnSystemFinish

Type: bool


[edit] Default values

Property Value
bEdShouldSnap True
bGameRelevant True
bHardAttach True
bNoDelete True
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
Components[1] ParticleSystemComponent'ParticleSystemComponent0'
Components[2] ArrowComponent'ArrowComponent0'
SupportedEvents[4] Class'Engine.SeqEvent_ParticleEvent'
TickGroup TG_DuringAsyncWork

[edit] Subobjects

[edit] ArrowComponent0

Class: Engine.ArrowComponent

Property Value
ArrowColor
Member Value
A 255
B 128
G 255
R 0
ArrowSize 1.5
bTreatAsASprite True
ReplacementPrimitive None

[edit] ParticleSystemComponent0

Class: Engine.ParticleSystemComponent

Property Value
ReplacementPrimitive None

[edit] Sprite

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
bIsScreenSizeScaled True
HiddenGame True
ReplacementPrimitive None
ScreenSize 0.0025
Sprite Texture2D'EditorResources.S_Emitter'

[edit] Structs

[edit] CheckpointRecord

bool bIsActive 

[edit] Functions

[edit] Native functions

[edit] SetTemplate

native noexport event SetTemplate (ParticleSystem NewTemplate, optional bool bDestroyOnFinish)


[edit] Events

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


[edit] ShutDown

simulated event ShutDown ()

Overrides: Actor.ShutDown

ShutDown an actor.

[edit] Other instance functions

[edit] ApplyCheckpointRecord

function ApplyCheckpointRecord (const out CheckpointRecord Record)


[edit] CreateCheckpointRecord

function CreateCheckpointRecord (out CheckpointRecord Record)


[edit] HideSelf

simulated function HideSelf ()

Function used to have the emitter hide itself and put itself into stasis *

[edit] OnParticleEventGenerator

function OnParticleEventGenerator (SeqAct_ParticleEventGenerator action)

Handling ParticleEventGenerator event from Kismet. - Does nothing... just here to stop Kismet from complaining

[edit] OnParticleSystemFinished

simulated function OnParticleSystemFinished (ParticleSystemComponent FinishedComponent)


[edit] OnSetParticleSysParam

simulated function OnSetParticleSysParam (SeqAct_SetParticleSysParam Action)

Kismet handler for setting particle instance parameters.

[edit] OnToggle

function OnToggle (SeqAct_Toggle action)

Handling Toggle event from Kismet.

[edit] SetActorParameter

simulated function SetActorParameter (name ParameterName, Actor Param)


[edit] SetColorParameter

simulated function SetColorParameter (name ParameterName, Object.Color Param)


[edit] SetExtColorParameter

simulated function SetExtColorParameter (name ParameterName, byte Red, byte Green, byte Blue, byte Alpha)


[edit] SetFloatParameter

simulated function SetFloatParameter (name ParameterName, float Param)


[edit] SetVectorParameter

simulated function SetVectorParameter (name ParameterName, Object.Vector Param)


[edit] ShouldSaveForCheckpoint

function bool ShouldSaveForCheckpoint ()


Personal tools