I don't need to test my programs. I have an error-correcting modem.

UE3:ParticleLODLevel (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> ParticleLODLevel
Package: 
Engine
This class in other games:
UT3

ParticleLODLevel

Properties[edit]

bEnabled[edit]

Type: bool

True if the LOD level is enabled, meaning it should be updated and rendered.

Default value: True

ConvertedModules[edit]

Type: bool


Default value: True

EventGenerator[edit]

Type: ParticleModuleEventGenerator

Modifiers: export

The optional EventGenerator module.

EventReceiverModules[edit]

Type: array<ParticleModuleEventReceiverBase>

Modifiers: native

Event receiver modules only!

Level[edit]

Type: int

Modifiers: const

The index value of the LOD level

Modules[edit]

Type: array<ParticleModule>

Modifiers: editinline, export

An array of particle modules that contain the adjusted data for the LOD level

OrbitModules[edit]

Type: array<ParticleModuleOrbit>

Modifiers: native

OrbitModules These are used to do offsets of the sprite from the particle location.

PeakActiveParticles[edit]

Type: int


RequiredModule[edit]

Type: ParticleModuleRequired

Modifiers: editinline, export

The required module for this LOD level

SpawningModules[edit]

Type: array<ParticleModuleSpawnBase>

Modifiers: native

SpawningModules - These are called to determine how many particles to spawn.

SpawnModule[edit]

Type: ParticleModuleSpawn

Modifiers: export

The SpawnRate/Burst module - required by all emitters.

SpawnModules[edit]

Type: array<ParticleModule>

Modifiers: native

SpawnModules - These are called when particles are spawned.

TypeDataModule[edit]

Type: ParticleModule

Modifiers: export


UpdateModules[edit]

Type: array<ParticleModule>

Modifiers: native

UpdateModules - These are called when particles are updated.