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Legacy:SpriteEmitter

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UT2003 :: Object >> ParticleEmitter >> SpriteEmitter (Package: Engine)

Used in Emitters to spawn particle sprites. This all-around ParticleEmitter can be used to create smoke, fire, water falls, dust clouds and many other effects.

Some useful combinations of settings can be found in our ParticleEmitter cookbook.

Properties[edit]

The SpriteEmitter class adds only one group to the ParticleEmitter properties.

Sprite Group[edit]

vector ProjectionNormal 
Normal vector of the projection plane used when UseDirectionAs is set to PTDU_Normal, PTDU_UpAndNormal or PTDU_RightAndNormal.
EParticleDirectionUsage UseDirectionAs 
Here you can specify how the 2D image should be displayed. See EParticleDirectionUsage enum below for details.

Enums[edit]

EParticleDirectionUsage[edit]

PTDU_None 
Always rotates the sprite towards the viewer. The sprites will always look the same, no matter what direction they are viewed from. Size -> UniformSize will be forced to True, so only the X component of Size -> SizeScale can be used to scale the sprites.
UseDirectionAs = PTDU_None
PTDU_Up 
Also rotates the projection plane towards the viewer, but in a special way, so the particle's movement direction will always be in the projection plane.
UseDirectionAs = PTDU_Up
PTDU_Right 
Like PTDU_Up, but the particle texture is rotated 90°.
UseDirectionAs = PTDU_Right
PTDU_Forward 
The particle's particle's movement direction is used as the projection plane's normal vector.
UseDirectionAs = PTDU_Forward
PTDU_Normal 
The ProjectionNormal is used as the projection plane's normal.
UseDirectionAs = PTDU_NormalProjectionNormal = (0.5, 1, 1)
PTDU_UpAndNormal 
This is similar to PTDU_Normal, but the particles can only be rotated around the axis given by the particles' movement direction.
UseDirectionAs = PTDU_UpAndNormalProjectionNormal = (0.5, 1, 1)
PTDU_RightAndNormal 
Same as PTDU_UpAndNormal, but the texture is rotated 90°.
UseDirectionAs = PTDU_RightAndNormalProjectionNormal = (0.5, 1, 1)
PTDU_Scale 
Like PTDU_None, but allowes you to turn off Size -> UniformSize so the sprites can have different scaling values for X and Y.