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UE3:ParticleModuleRequired (UDK)
Object >> ParticleModule >> ParticleModuleRequired |
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Properties[edit]
Property group 'Delay'[edit]
bDelayFirstLoopOnly[edit]
Type: bool
If TRUE, the emitter will be delayed only on the first loop.
bEmitterDelayUseRange[edit]
Type: bool
If TRUE, select the emitter delay from the range [EmitterDelayLow..EmitterDelay]
EmitterDelay[edit]
Type: float
Indicates the time (in seconds) that this emitter should be delayed in the particle system.
EmitterDelayLow[edit]
Type: float
The low end of the emitter delay if using a range.
Property group 'Duration'[edit]
bDurationRecalcEachLoop[edit]
Type: bool
If TRUE, recalculate the emitter duration on each loop.
bEmitterDurationUseRange[edit]
Type: bool
If TRUE, select the emitter duration from the range [EmitterDurationLow..EmitterDuration]
EmitterDuration[edit]
Type: float
How long, in seconds, the emitter will run before looping. If set to 0, the emitter will never loop.
Default value: 1.0
EmitterDurationLow[edit]
Type: float
The low end of the emitter duration if using a range.
EmitterLoops[edit]
Type: int
The number of times to loop the emitter. 0 indicates loop continuously
Property group 'Emitter'[edit]
bKillOnCompleted[edit]
Type: bool
If TRUE, kill the emitter when it completes
bKillOnDeactivate[edit]
Type: bool
If TRUE, kill the emitter when the particle system is deactivated
bUseLocalSpace[edit]
Type: bool
If TRUE, update the emitter in local space
Material[edit]
Type: MaterialInterface
The material to utilize for the emitter at this LOD level.
ScreenAlignment[edit]
Type: ParticleSpriteEmitter.EParticleScreenAlignment
The screen alignment to utilize for the emitter at this LOD level. One of the following: PSA_Square - Uniform scale (via SizeX) facing the camera PSA_Rectangle - Non-uniform scale (via SizeX and SizeY) facing the camera PSA_Velocity - Orient the particle towards both the camera and the direction the particle is moving. Non-uniform scaling is allowed. PSA_TypeSpecific - Use the alignment method indicated int he type data module.
SortMode[edit]
Type: EParticleSortMode
The sorting mode to use for this emitter. PSORTMODE_None - No sorting required. PSORTMODE_ViewProjDepth - Sort by view projected depth of the particle. PSORTMODE_DistanceToView - Sort by distance of particle to view in world space. PSORTMODE_Age_OldestFirst - Sort by age, oldest drawn first. PSORTMODE_Age_NewestFirst - Sort by age, newest drawn first.
Property group 'Normals'[edit]
EmitterNormalsMode[edit]
Type: EEmitterNormalsMode
Normal generation mode for this emitter LOD.
NormalsCylinderDirection[edit]
Type: Object.Vector
When EmitterNormalsMode is ENM_Cylindrical, particle normals are created to face away from the cylinder going through NormalsSphereCenter in the direction NormalsCylinderDirection. NormalsCylinderDirection is in local space.
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 1.0 |
NormalsSphereCenter[edit]
Type: Object.Vector
When EmitterNormalsMode is ENM_Spherical, particle normals are created to face away from NormalsSphereCenter. NormalsSphereCenter is in local space.
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 100.0 |
Property group 'Rendering'[edit]
bUseMaxDrawCount[edit]
Type: bool
If TRUE, use the MaxDrawCount to limit the number of particles rendered. NOTE: This does not limit the number spawned/updated, only what is drawn.
Default value: True
DownsampleThresholdScreenFraction[edit]
Type: float
Fraction of the screen that the particle system's bounds must be larger than for the emitter to be rendered downsampled. The default is 0, which means downsampling is not allowed. A value of .5 means that the particle system's bounds must take up half of the screen or more before the emitter will be rendered at a lower resolution. Downsampled translucency renders significantly faster than full resolution, except that there is a fairly large constant overhead for every emitter that is downsampled. For this reason, it's best to only use downsampling on emitters that are known to have a fillrate cost larger than the constant overhead. A value of .5 is usually a good tradeoff when downsampling is desired. The quality of downsampled translucency is also affected, high frequency details will be lost and opaque edges in front of the translucency will appear more aliased. Note: This functionality uses the bounding radius so it's important that the particle system's bounds are accurate, use bUseFixedRelativeBoundingBox if necessary.
MaxDrawCount[edit]
Type: int
The maximum number of particles to DRAW for this emitter. If set to 0, it will use whatever number are present.
Default value: 500
Property group 'SubUV'[edit]
bScaleUV[edit]
Type: bool
Whether to scale the UV or not - ie, the model wasn't setup with sub uvs
InterpolationMethod[edit]
Type: ParticleEmitter.EParticleSubUVInterpMethod
The interpolation method to used for the SubUV image selection. One of the following: PSUVIM_None - Do not apply SubUV modules to this emitter. PSUVIM_Linear - Smoothly transition between sub-images in the given order, with no blending between the current and the next PSUVIM_Linear_Blend - Smoothly transition between sub-images in the given order, blending between the current and the next PSUVIM_Random - Pick the next image at random, with no blending between the current and the next PSUVIM_Random_Blend - Pick the next image at random, blending between the current and the next
RandomImageChanges[edit]
Type: int
The number of times to change a random image over the life of the particle.
SubImages_Horizontal[edit]
Type: int
The number of sub-images horizontally in the texture
Default value: 1
SubImages_Vertical[edit]
Type: int
The number of sub-images vertically in the texture
Default value: 1
Internal variables[edit]
bDirectUV[edit]
Type: bool
SUB-UV RELATIVE INTERNAL MEMBERS
bRequiresSorting[edit]
Type: bool
Modifiers: deprecated
Whether this emitter requires sorting as specified by artist.
BurstList[edit]
Type: array<ParticleEmitter.ParticleBurst>
Modifiers: export, noclear
The array of burst entries.
ParticleBurstMethod[edit]
Type: ParticleEmitter.EParticleBurstMethod
The method to utilize when burst-emitting particles
RandomImageTime[edit]
Type: float
The amount of time (particle-relative, 0.0 to 1.0) to 'lock' on a random sub image
0.0 = change every frame 1.0 = select a random image at spawn and hold for the life of the particle
SpawnRate[edit]
Type: DistributionFloat.RawDistributionFloat
The rate at which to spawn particles
Default value:
Member | Value |
---|---|
Distribution | RequiredDistributionSpawnRate |
LookupTable |
|
LookupTableChunkSize | 1 |
LookupTableNumElements | 1 |
Op | 1 |
Default values[edit]
Property | Value |
---|---|
bSpawnModule | True |
bUpdateModule | True |
Enums[edit]
EEmitterNormalsMode[edit]
- ENM_CameraFacing
- Default mode, normals are based on the camera facing geometry.
- ENM_Spherical
- Normals are generated from a sphere centered at NormalsSphereCenter.
- ENM_Cylindrical
- Normals are generated from a cylinder going through NormalsSphereCenter, in the direction NormalsCylinderDirection.
EParticleSortMode[edit]
- PSORTMODE_None
- PSORTMODE_ViewProjDepth
- PSORTMODE_DistanceToView
- PSORTMODE_Age_OldestFirst
- PSORTMODE_Age_NewestFirst