I'm a doctor, not a mechanic
UE3:UTEmitCameraEffect (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- UTGame
- Direct subclasses:
- UTEmitCameraEffect_BloodDrilling, UTEmitCameraEffect_BloodSplatter, UTEmitCameraEffect_OilSplatter, UTEmitCameraEffect_SlowVolume
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} 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.
Properties[edit]
Property group 'UTEmitCameraEffect'[edit]
DistFromCamera[edit]
Type: float
Modifiers: protected
How far in front of the camera this emitter should live.
Default value: 90.0
Internal variables[edit]
Cam[edit]
Type: UTPlayerController
Modifiers: protected
Camera this emitter is attached to, will be notified when emitter is destroyed
Default values[edit]
Property | Value |
---|---|
bDestroyOnSystemFinish | True |
bNetInitialRotation | True |
bNoDelete | False |
CollisionType | COLLIDE_CustomDefault |
LifeSpan | 10.0 |
Subobjects[edit]
ArrowComponent0[edit]
Class: Engine.ArrowComponent
Inherits from: Emitter.ArrowComponent0
No new values.
ParticleSystemComponent0[edit]
Class: Engine.ParticleSystemComponent
Inherits from: Emitter.ParticleSystemComponent0
No new values.
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Emitter.Sprite
No new values.
Functions[edit]
Native functions[edit]
UpdateLocation[edit]
native function UpdateLocation (const out Object.Vector CamLoc, const out Object.Rotator CamRot, float CamFOVDeg)
Given updated camera information, adjust this effect to display appropriately.
Events[edit]
Destroyed[edit]
event Destroyed ()
Overrides: Actor.Destroyed
PostBeginPlay[edit]
simulated event PostBeginPlay ()
Overrides: Emitter.PostBeginPlay
Other instance functions[edit]
RegisterCamera[edit]
function RegisterCamera (UTPlayerController inCam)
Tell the emitter what camera it is attached to.