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UE2:ParticleRadiator (U2)

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U2 Object >> Actor >> ParticleGenerator >> ParticleRadiator
Package: 
ParticleSystems
This class in other games:
U2XMP

$Author: Chargrove $ $Date: 8/19/02 7:35p $ $Revision: 4 $ Name: ParticleRadiator.uc Author: Aaron R Leiby Date: 28 March 2000 Description: Emits particles from the surface of the specified mesh. Notes: Only works with Golem (LegendMesh). How to use this class:

Properties

Property group 'ParticleRadiator'

AttachName

Type: string


bLOSClip

Type: bool

Clip using line of sight check?

bOrgiSpawn

Type: bool

Spawn particles at the origin of the selected triangle? (otherwise randomly distribute them across the surface of the triangle)

bStopIfHidden

Type: bool

Don't create new particles if MeshOwner.bHidden.

LODLevel

Type: int

Level of mesh LOD to use.

MeshOwner

Type: Actor

Set this if you want to use some other Actor's Mesh.

MinVolume

Type: float

Minimum volume that Level->Engine-Client->ParticleDensity is allowed to scale us to.

TriIndices

Type: array<int>

Order of indices to use when using TS_Indexed.

TriSelectMethod

Type: TriSelect


Volume

Type: float

Number of particles emitted per second.

VolumeScalePct

Type: float


Internal variables

iIndex

Type: int

Used internally for indexed triangle selection.

iTri

Type: int

Used internally for triangle selection.

ParticleTimer

Type: float

Used internally to collect "emission residue" <-- fancy term for rounding errors between ticks.

Default values

Property Value
Texture Texture'ParticleSystems.Icons.S_ParticleRadiator'

Enums

TriSelect

TS_Random 
Randomly pick a particle from the ParticleTemplates array.
TS_Linear 
Cyclically iterate through the ParticleTemplates array.
TS_Indexed 
Loops through the TriIndices array to use as indices.
TS_RandIndex 
Randomly selects an index from the TriIndices array to use.

Events

TurnOn

simulated event TurnOn ()

Overrides: ParticleGenerator.TurnOn