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Legacy:RParticles/ParticleSystem

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UT :: Actor (UT) >> ParticleSystem

This class is part of RParticles by Raven

This is base class for ParticleSystem. It holds everything together and contain basic enums and structures.

ENUMS[edit]

EAccelType[edit]

ACC_Addictive 
acceleration will be added to velocity.
ACC_Multiply 
velocity will be multiplied by acceleration.

ESizeType[edit]

ST_Normal 
particle will not change size
ST_Grow 
particle will grow (ParticleGrowth)
ST_Shrink 
particle will shrink (ParticleShrink)
ST_Cycle 
particle will cyclically shrinks and grow

ESizing[edit]

SIZING_Infinity 
particle will grow/shrink till lifespan ends
SIZING_UserDecided 
particle will grow/shrink till DrawScale reach specified size

ETAnim[edit]

AN_PlayOnce 
should animation be played only once
AN_Loop 
or should it be looped

EFType[edit]

FACE_None 
rotation is not changed
FACE_Velocity 
mesh always faces velocity
FACE_Actor 
mesh always faces chosen actor

EDest[edit]

DEST_None 
no destination :)
DEST_Once 
will pick target's destination only once
DEST_Seek 
will constantly try to found a way to destination actor

Structures[edit]

SAdvanced[edit]

bool bUseParticleClass 
can we use custom class
class<BasicParticle> ParticleClass 
custom class

SAnimation[edit]

texture AnimTextures[60] 
animation textures
int NumOfTextures 
number of textures
bool DefineAnimationStorage 
should animated textures be taken from 'AnimationStorage' class (for coders)
class<ParticleAnimationStorage> ParticleAnimationStorage 
stores animations (for coders)

SBounce[edit]

bool CanBounce 
can we use bounce
float BounceRatio 
bounce ratio
float BounceModifier 
bounce height (when landed)
bool EndlessBounce 
will bounce till it die if true
int BounceNum 
if EndlessBounce is false this is number of bounces

SBuoyance[edit]

bool CanBuoyance 
can buoyancy in water
bool SplashWhenHitWater 
splash when hit water
bool SoundWhenHitWater 
plays sound when hit water
float ParticleBuoyancy 
particle buoyancy
float ParticleMass 
particle mass

SCollision[edit]

bool ParticlesUseCollision 
particle should collide with world and actors?
float ParticleCollisonRadius 
collision radius
float ParticleCollisonHeight 
collision height
bool CollideWithActors 
will collide with actors if true
bool BlockPlayers 
will block players if true
bool BlockActors 
will block actors if true
bool ParticleCollideWorld 
will Collide world
bool DestroyWhenTouch 
will destroy particle when touching an actor
bool DestroyWhenColideWorld 
will destroy particle when touching world geometry (eg walls)
bool DestroyWhenLand 
will destroy particle when land
bool DestroyWhenTouchWater 
will destroy particle when touches water
bool StopWhenTouchWall 
will stop when touches world geometry
bool StopWhenTouchPawn 
will stop when touches pawn
bool StickToWall 
will stick to wall
bool StickToPawn 
will stick to pawn
bool bSpawnLandEffect 
spawn effect when landed
class<actor> LandEffect 
land effect
bool bOverrideWaterEntrySound 
override default water entry sound (if particles_use_collision is false)
sound WaterEntrySound 
water entry sound
bool bOverrideWaterEntryEffect 
override default water entry actor (if particles_use_collision is false)
class<actor> WaterEntryActor 
water entry actor
bool bSpawnEffectOnDestroy 
spawn effect when destroy
class<actor> DestroyEffect 
destroy effect

SDamage[edit]

bool ParticleGivesDamage 
particle will give damage when touching actor
name ParticleDamageType 
damage type
int ParticleDamage 
damage
bool PlayerTakeDamage 
player pawn can be damaged
bool ScriptedPawnTakeDamage 
scripted pawns can be damaged
bool FlockPawnTakeDamage 
flock pawns can be damaged
bool OtherActorTakeDamage 
all other actors such as eg. wooden boxes can be damaged
int MomentumTransfer 
momentum transfer

SDecal[edit]

texture ParticleDecalTexture 
texture used for decal
bool ParticleSpawnDecal 
particle will spawn decal (true) when they hit wall
class<decal> ParticleDecal 
decal class
float ParticleDecalSize 
decal size
bool bLimitDecals 
if true, decals will be limited

SSize[edit]

ESizeType SizeType 
size type
ST_Normal 
  • particle will not change size
  • ST_Grow : particle will grow (ParticleGrowth)
  • ST_Shrink : particle will shrink (ParticleShrink)
  • ST_Cycle : particle will cyclically shrinks and grow
ESizing Sizing 
describes end size of particle (not used if SizeType is ST_Cycle)
SIZING_Infinity
  • particle will grow/shrink till lifespan ends
  • SIZING_UserDecided : particle will grow/shrink till DrawScale reach specified size
float ParticleDrawScale 
particle default size
float ParticleDrawScaleVariance 
particle default size variance
float ParticleGrowth 
particle grow rate (absolute number)
float float ParticleShrink 
particle shrink rate (absolute number)
float MinSize 
the smallest of particle (only if SizeType is ST_Cycle)
float float MaxSize 
the biggest size of particle (only if SizeType is ST_Cycle)

SDisplay[edit]

ERenderStyle ParticleStyle 
particle render style
bool bUnlitParticle 
is particle unlit
bool bParticleCastShadow 
particle cast shadow
bool bParticleMeshEnviroMap 
only when particle is a mesh
bool bUseMesh 
particle will use mesh instead of sprite
mesh PraticleMesh 
mesh (if use_mesh is true)
bool bUseRandomTexture 
uses random texture from anim_textures
texture ParticleTexture 
particle texture (if doesn't use particle animation
bool bUseSpriteAnimation 
particle will use sprite animation

SFading[edit]

bool CanFadeOut 
can fade out
bool CanFadeIn 
can fade in
float InitailScaleGlow 
initial glow
float FadeOutTime 
fade out time
float FadeOutScaleFactor 
fade out scale factor
float FadeInTime 
fade in time
float FadeInScaleFactor 
fade scale factor

SLight[edit]

bool CastLight; 
particle will cast light!!

SLightColor[edit]

byte ParticleLightBrightness 
light brightness
byte ParticleLightHue 
light hue
byte ParticleLightSaturation 
light satruation

SLighting[edit]

ELightType ParticleLightType 
light type (can lag :))
ELightEffect ParticleLightEffect 
light effect (can lag :))
byte ParticleLightRadius 
light radius
byte ParticleLightPeriod 
light period
byte ParticleLightPhase 
light phase
byte ParticleLightCone 
light cone
byte ParticleVolumeBrightness 
volume brightness
byte ParticleVolumeRadius 
volume radius
byte ParticleVolumeFog 
volume fog

SGlobal[edit]

float ParticleLifeTime 
lifespan (in seconds)
float ParticleLifeTimeVariance 
lifespan variance (in seconds)
bool bDefineSpeedAsVector 
defines speed as a vector
vector BaseSpeed 
base particle speed (if bDefineSpeedAsVector is true)
float SpeedVariance 
speed variance
float ParticleSpeed 
speed when particle system is rotated as generator
float SprayFactor 
spray
float SprayFactorVariance 
spray vairance

SMain[edit]

bool bForceGlobalSettings 
will force settings from SGlobal
rotator ParticleRotation 
custom particle rotation (useful when we have mesh instead of sprite)
bool bUseParticleRotation 
should we use custom particle rotation
float ParticleLifeTime 
lifespan (in seconds)
float ParticleLifeTimeVariance 
lifespan variance (in seconds)
float ParticleSlowingDownFactor 
particle slow down factor (can not be 0 (!!) 1.0 : no slow down, higher then 1.0 : faster, lower then 1.0 : lower)
bool bMoveSmooth 
particle will move smooth
bool bDefineSpeedAsVector 
defines speed as a vector
vector BaseSpeed 
base particle speed (if bDefineSpeedAsVector is true)
float SpeedVariance 
speed variance
float ParticleSpeed 
speed when particle system is rotated as generator
float SprayFactor 
spray
float SprayFactorVariance 
spray vairance

SPPhysics[edit]

EPhysics ParticlePhysics 
custom physic
bool bCanAccelerate 
particle can accelerate
vector AccelerateFactor 
accelerate factor
vector TerminalVelocity 
max accelerate
EAccelType AccelerationType 
acceleration type
ACC_Addictive 
  • acceleration will be added to velocity.
  • ACC_Multiply : velocity will be multiplied by acceleration.

SSound[edit]

sound BornSound 
when particle starts it's life
sound FlyingSound 
particle flying sound
sound DyingSound 
particle dying sound
sound LandingSound 
particle landing sound
sound HittingSound 
when particle hit's wall
sound TouchingSound 
when particle hits an actor
ESoundSlot ParticleSoundSlot 
sound slot
float ParticleSoundVolume 
sound volume
bool ParticleSoundbNoOverride 
sound no override
float ParticleSoundRadius 
sound radius
float ParticleSoundPitch 
sound pitch

SVelocity[edit]

bool bUseInvertVelocity 
whenever particle velocity should be changed
bool InvertX 
X-Axis velocity will be inverted (Velocity.X*=-1)
bool InvertY 
Y-Axis velocity will be inverted (Velocity.Y*=-1)
bool InvertZ 
Z-Axis velocity will be inverted (Velocity.Z*=-1)
float InvertDelay 
change time

SSpawnPlace[edit]

vector OwnEffectArea 
each template can override effect area
bool bUseOwnEffectArea 
overrided effect area

SDest[edit]

actor Destination 
particle destination
EDest DestinationType 
type of destination
bool bForceFollow 
will ignore anything just to reach destination

SMesh[edit]

bool bAnimatedMesh 
if mesh have to be animated
name AnimationName 
name of animation which should be played
float AnimationRate 
animation rate
float TweenRate 
tween rate
ETAnim AnimationType 
animation type
EFType FaceObject 
object particle should face
actor LookTarget 
Used if DynamicRotation == FACE_Actor
rotator MeshRotationRate 
rotation rate (only if DynamicRotation == FACE_None)

SRot[edit]

bool bRandomizeRotation 
uses random rotation
bool bRandPitch 
random pitch
bool bRandYaw 
random yaw
bool bRandRoll 
randomed roll
rotator MinRotation 
min rotation
rotator MaxRotation 
max rotation
bool bForceRndRot 
forces RotRand() function

Category:Legacy Mapping
Category:Legacy Custom Class (UT) \\