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UE3:ParticleEmitter (UDK)
Object >> ParticleEmitter |
- Package:
- Engine
- Direct subclass:
- ParticleSpriteEmitter
- This class in other games:
- UE2Runtime, UT2003, UT2004, U2XMP, UT3
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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 |