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UE3:ParticleSystemComponent (UT3)
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| Object >> Component >> ActorComponent >> PrimitiveComponent >> ParticleSystemComponent |
- Package:
- Engine
- Direct subclasses:
- CascadeParticleSystemComponent, UTParticleSystemComponent
- This class in other games:
- UDK
| 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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'LOD'
[edit] bOverrideLODMethod
Type: bool
indicates that the component's LODMethod overrides the Template's
[edit] LODMethod
Type: ParticleSystem.ParticleSystemLODMethod
The method of LOD level determination to utilize for this particle system
[edit] Property group 'ParticleSystemComponent'
[edit] bAutoActivate
Type: bool
If true, activate on creation.
Default value: True
[edit] bResetOnDetach
Type: bool
[edit] InstanceParameters
Type: array<ParticleSysParam>
Modifiers: editinline
Array holding name instance parameters for this ParticleSystemComponent. Parameters can be used in Cascade using DistributionFloat/VectorParticleParameters.
[edit] SecondsBeforeInactive
Type: float
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.
[edit] Template
Type: ParticleSystem
Modifiers: const
[edit] Internal variables
[edit] AccumTickTime
Type: float
Modifiers: transient
Used to accumulate total tick time to determine whether system can be skipped ticking if not visible.
[edit] bDeferredBeamUpdate
Type: bool
Set this to TRUE to have beam emitters defer their update until the data is being passed to the render thread.
[edit] bForcedInActive
Type: bool
Modifiers: transient
This is set when any of our "don't tick me" timeout values have fired
[edit] bIsActive
Type: bool
Modifiers: transient
INTERNAL Set to TRUE when InitParticles has been called. Set to FALSE when ResetParticles has been called. Used to quick-out of Tick and Render calls (when caching PSysComps and emitter instances).
[edit] bIsCachedInPool
Type: bool
bCanBeCachedInPool
If this is true, when the PSC completes it will do the following:
bHidden = TRUE
This is used for Particles which are cached in a pool where you need to make certain to NOT kill off the EmitterInstances so we do not re allocate.
See: ActivateSystem() where it rewinds the indiv emitters if they need it
[edit] bIsViewRelevanceDirty
Type: bool
Modifiers: transient
If TRUE, the ViewRelevanceFlags are dirty and should be recached
[edit] bIsWarmingUp
Type: bool
Modifiers: transient
This is set when the particle system component is warming up
[edit] bJustAttached
Type: bool
Indicates that the component has not been ticked since being attached.
[edit] bSkipUpdateDynamicDataDuringTick
Type: bool
Flag indicating that dynamic updating of render data should NOT occur during Tick. This is used primarily to allow for warming up and simulated effects to a certain state.
[edit] bSuppressSpawning
Type: bool
Modifiers: const
[edit] bUpdateComponentInTick
Type: bool
Set this to TRUE to have the PSysComponent update during the tick if 'dirty'.
[edit] bUpdateOnDedicatedServer
Type: bool
whether to update the particle system on dedicated servers
[edit] bWarmingUp
Type: bool
[edit] bWasCompleted
Type: bool
Modifiers: const
[edit] bWasDeactivated
Type: bool
Modifiers: const
[edit] CachedViewRelevanceFlags
Type: array<PrimitiveComponent.MaterialViewRelevance>
Modifiers: transient, const
The view relevance flags for each LODLevel.
[edit] EditorLODLevel
Type: int
INTERNAL. Used by the editor to set the LODLevel
[edit] EmitterInstances
Type: array<pointer{struct FParticleEmitterInstance}>
Modifiers: native, transient, const
[edit] LODLevel
Type: int
[edit] OldPosition
Type: Object.Vector
[edit] PartSysVelocity
Type: Object.Vector
[edit] SMComponents
Type: array<StaticMeshComponent>
Modifiers: private, transient, duplicatetransient, const
The static mesh components for a mesh emitter. This is to prevent the SMCs from being garbage collected.
[edit] SMMaterialInterfaces
Type: array<MaterialInterface>
Modifiers: private, transient, duplicatetransient, const
[edit] WarmupTime
Type: float
[edit] Default values
| Property | Value |
|---|---|
| bTickInEditor | True |
[edit] Enums
[edit] EParticleSysParamType
Enum for specifying type of a name instance parameter.
- PSPT_None
- PSPT_Scalar
- PSPT_Vector
- PSPT_Color
- PSPT_Actor
- PSPT_Material
[edit] Structs
[edit] ParticleEmitterInstance
(No member variables.)
[edit] ParticleSysParam
Modifiers: native
Struct used for a particular named instance parameter for this ParticleSystemComponent.
- name Name
- No UObject reference
- EParticleSysParamType ParamType
- float Scalar
- Object.Vector Vector
- Object.Color Color
- Actor Actor
- MaterialInterface Material
[edit] Delegates
[edit] OnSystemFinished
[edit] Native functions
[edit] ActivateSystem
[edit] ClearParameter
clears the specified parameter, returning it to the default value set in the template
Parameters:
- ParameterName - name of parameter to remove
- ParameterType - type of parameter to remove; if omitted or PSPT_None is specified, all parameters with the given name are removed
[edit] DeactivateSystem
[edit] GetEditorLODLevel
[edit] GetLODLevel
GetLODLevel - gets the LOD level currently set.
[edit] GetSkipUpdateDynamicDataDuringTick
Function for retrieving the bSkipUpdateDynamicDataDuringTick flag.
[edit] KillParticlesForced
[edit] ResetToDefaults
stops the emitter, detaches the component, and resets the component's properties to the values of its template
[edit] RewindEmitterInstance
Rewind emitter instances.
[edit] RewindEmitterInstances
[edit] SetActive
calls ActivateSystem() or DeactivateSystem() only if the component is not already activated/deactivated necessary because ActivateSystem() resets already active emitters so it shouldn't be called multiple times on looping effects
Parameters:
- bNowActive - whether the system should be active
[edit] SetActorParameter
[edit] SetBeamDistance
Set the beam distance
Parameters:
- EmitterIndex - The index of the emitter to set it on
- Distance - The value to set it to
[edit] SetBeamEndPoint
Set the beam end point
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewEndPoint - The value to set it to
[edit] SetBeamSourcePoint
Set the beam source point
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewSourcePoint - The value to set it to
- SourceIndex - Which beam within the emitter to set it on
[edit] SetBeamSourceStrength
Set the beam source strength
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewSourceStrength - The value to set it to
- SourceIndex - Which beam within the emitter to set it on
[edit] SetBeamSourceTangent
Set the beam source tangent
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewTangentPoint - The value to set it to
- SourceIndex - Which beam within the emitter to set it on
[edit] SetBeamTargetPoint
Set the beam target point
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewTargetPoint - The value to set it to
- TargetIndex - Which beam within the emitter to set it on
[edit] SetBeamTargetStrength
Set the beam target strength
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewTargetStrength - The value to set it to
- TargetIndex - Which beam within the emitter to set it on
[edit] SetBeamTargetTangent
Set the beam target tangent
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewTangentPoint - The value to set it to
- TargetIndex - Which beam within the emitter to set it on
[edit] SetBeamTessellationFactor
Set the beam tessellation factor
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewFactor - The value to set it to
[edit] SetBeamType
Set the beam type
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewMethod - The new method/type of beam to generate
[edit] SetColorParameter
[edit] SetEditorLODLevel
[edit] SetFloatParameter
[edit] SetKillOnCompleted
SetKillOnDeactivate is used to set the KillOnCompleted( flag. If true, when the particle system is completed, it will immediately kill the emitter instance.
Set this to true for cached ParticleSystems
Parameters:
- EmitterIndex - The index of the emitter to set it on
- bKill - The value to set it to
[edit] SetKillOnDeactivate
SetKillOnDeactivate is used to set the KillOnDeactivate flag. If true, when the particle system is deactivated, it will immediately kill the emitter instance. If false, the emitter instance live particles will complete their lifetime.
Set this to true for cached ParticleSystems
Parameters:
- EmitterIndex - The index of the emitter to set it on
- bKill - value to set KillOnDeactivate to
[edit] SetLODLevel
SetLODLevel - sets the LOD level to use for this instance.
[edit] SetMaterialParameter
[edit] SetSkipUpdateDynamicDataDuringTick
Function for setting the bSkipUpdateDynamicDataDuringTick flag.
