My program doesn't have bugs. It just develops random features.

UE3:ParticleEmitter (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> ParticleEmitter
Package: 
Engine
Direct subclass:
ParticleSpriteEmitter
This class in other games:
UE2Runtime, UT2003, UT2004, U2XMP, UT3

ParticleEmitter The base class for any particle emitter objects.

Properties[edit]

Property group 'Cascade'[edit]

bCollapsed[edit]

Type: bool

Modifiers: editoronly

This value indicates the emitter should be drawn 'collapsed' in Cascade

EmitterEditorColor[edit]

Type: Object.Color

The color of the emitter in the curve editor and debug rendering modes.

Default value:

Member Value
A 255
B 150
G 150
R 0

EmitterRenderMode[edit]

Type: EEmitterRenderMode

How to render the emitter particles. Can be one of the following: ERM_Normal - As the intended sprite/mesh ERM_Point - As a 2x2 pixel block with no scaling and the color set in EmitterEditorColor ERM_Cross - As a cross of lines, scaled to the size of the particle in EmitterEditorColor ERM_None - Do not render

Property group 'Particle'[edit]

EmitterName[edit]

Type: name

The name of the emitter.

Default value: 'Particle Emitter'

InitialAllocationCount[edit]

Type: int

Initial allocation count - overrides calculated peak count if > 0

Internal variables[edit]

bCookedOut[edit]

Type: bool

If TRUE, then this emitter was 'cooked out' by the cooker. This means it was completely disabled, but to preserve any indexing schemes, it is left in place.

bIsSoloing[edit]

Type: bool

Modifiers: transient

If TRUE, then show only this emitter in the editor

ConvertedModules[edit]

Type: bool


Default value: True

LODLevels[edit]

Type: array<ParticleLODLevel>

Modifiers: editinline, export


PeakActiveParticles[edit]

Type: int


SubUVDataOffset[edit]

Type: int

Modifiers: transient


Enums[edit]

EEmitterRenderMode[edit]

ERM_Normal 
ERM_Point 
ERM_Cross 
ERM_None 

EParticleBurstMethod[edit]

EPBM_Instant 
EPBM_Interpolated 

EParticleSubUVInterpMethod[edit]

PSUVIM_None 
PSUVIM_Linear 
PSUVIM_Linear_Blend 
PSUVIM_Random 
PSUVIM_Random_Blend 

Structs[edit]

ParticleBurst[edit]

Modifiers: native

int Count 
The number of particles to burst
int CountLow 
If >= 0, use as a range [CountLow..Count]
float Time 
The time at which to burst them (0..1: emitter lifetime)

Default values:

Property Value
CountLow -1