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UE3:ParticleEmitter (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> ParticleEmitter |
Contents |
- Package:
- Engine
- Direct subclass:
- ParticleSpriteEmitter
- This class in other games:
- U2XMP, UE2Runtime, UT2003, UT2004, UT3
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
ParticleEmitter The base class for any particle emitter objects.
[edit] Properties
[edit] Property group 'Cascade'
[edit] bCollapsed
Type: bool
Modifiers: editoronly
This value indicates the emitter should be drawn 'collapsed' in Cascade
[edit] EmitterEditorColor
Type: Object.Color
The color of the emitter in the curve editor and debug rendering modes.
Default value:
| Member | Value |
|---|---|
| A | 255 |
| B | 150 |
| G | 150 |
| R | 0 |
[edit] EmitterRenderMode
Type: EEmitterRenderMode
How to render the emitter particles. Can be one of the following: ERM_Normal - As the intended sprite/mesh ERM_Point - As a 2x2 pixel block with no scaling and the color set in EmitterEditorColor ERM_Cross - As a cross of lines, scaled to the size of the particle in EmitterEditorColor ERM_None - Do not render
[edit] Property group 'Particle'
[edit] EmitterName
Type: name
The name of the emitter.
Default value: 'Particle Emitter'
[edit] InitialAllocationCount
Type: int
Initial allocation count - overrides calculated peak count if > 0
[edit] Internal variables
[edit] bIsSoloing
Type: bool
Modifiers: transient
If TRUE, then show only this emitter in the editor
[edit] ConvertedModules
Type: bool
Default value: True
[edit] LODLevels
Type: array<ParticleLODLevel>
Modifiers: editinline, export
[edit] PeakActiveParticles
Type: int
[edit] SubUVDataOffset
Type: int
Modifiers: transient
[edit] Enums
[edit] EEmitterRenderMode
- ERM_Normal
- ERM_Point
- ERM_Cross
- ERM_None
[edit] EParticleBurstMethod
- EPBM_Instant
- EPBM_Interpolated
[edit] EParticleSubUVInterpMethod
- PSUVIM_None
- PSUVIM_Linear
- PSUVIM_Linear_Blend
- PSUVIM_Random
- PSUVIM_Random_Blend
[edit] Structs
[edit] ParticleBurst
Modifiers: native
- int Count
- The number of particles to burst
- int CountLow
- If >= 0, use as a range [CountLow..Count]
- float Time
- The time at which to burst them (0..1: emitter lifetime)
Default values:
| Property | Value |
|---|---|
| CountLow | -1 |
