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

UE3:PhysXEmitterSpawnable (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Emitter >> PhysXEmitterSpawnable
Package: 
Engine


Properties[edit]

ParticleTemplate[edit]

Type: ParticleSystem

Modifiers: repnotify


VolumeFill[edit]

Type: pointer{FRBVolumeFill}

Modifiers: native


Default values[edit]

Property Value
bDestroyOnSystemFinish True
bNetTemporary True
bNoDelete False

Subobjects[edit]

ArrowComponent0[edit]

Class: Engine.ArrowComponent

Inherits from: Emitter.ArrowComponent0

Property Value
ReplacementPrimitive None

ParticleSystemComponent0[edit]

Class: Engine.ParticleSystemComponent

Inherits from: Emitter.ParticleSystemComponent0

Property Value
ReplacementPrimitive None
SecondsBeforeInactive 0.0

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: Emitter.Sprite

Property Value
ReplacementPrimitive None

Structs[edit]

IndexedRBState[edit]

Modifiers: native

Object.Vector CenterOfMass 
Object.Vector LinearVelocity 
Object.Vector AngularVelocity 
int Index 

RBVolumeFill[edit]

Modifiers: native

array<IndexedRBState> RBStates 
array<Object.Vector> Positions 

Functions[edit]

Native functions[edit]

Term[edit]

native function Term ()


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Emitter.ReplicatedEvent


SetTemplate[edit]

simulated event SetTemplate (ParticleSystem NewTemplate, optional bool bDestroyOnFinish)

Overrides: Emitter.SetTemplate