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UE3:ParticleSystem (UDK)
Object >> ParticleSystem |
Contents
- 1 Properties
- 1.1 Property group 'Bounds'
- 1.2 Property group 'Delay'
- 1.3 Property group 'LOD'
- 1.4 Property group 'MacroUV'
- 1.5 Property group 'Occlusion'
- 1.6 Property group 'ParticleSystem'
- 1.7 Property group 'Thumbnail'
- 1.8 Internal variables
- 1.8.1 bHasPhysics
- 1.8.2 bLit
- 1.8.3 bRegenerateLODDuplicate
- 1.8.4 bShouldResetPeakCounts
- 1.8.5 CurveEdSetup
- 1.8.6 EditorLODSetting
- 1.8.7 Emitters
- 1.8.8 FloorMesh
- 1.8.9 FloorPosition
- 1.8.10 FloorRotation
- 1.8.11 FloorScale
- 1.8.12 FloorScale3D
- 1.8.13 PreviewComponent
- 1.8.14 SoloTracking
- 1.8.15 ThumbnailAngle
- 1.8.16 ThumbnailDistance
- 1.8.17 ThumbnailImage
- 1.8.18 ThumbnailImageOutOfDate
- 1.8.19 UpdateTime_Delta
- 2 Enums
- 3 Structs
- 4 Native functions
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Properties[edit]
Property group 'Bounds'[edit]
bUseFixedRelativeBoundingBox[edit]
Type: bool
Whether to use the fixed relative bounding box or calculate it every frame.
FixedRelativeBoundingBox[edit]
Type: Object.Box
Fixed relative bounding box for particle system.
Default value:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
IsValid | 0 | ||||||||
Max |
|
||||||||
Min |
|
Property group 'Delay'[edit]
bUseDelayRange[edit]
Type: bool
If TRUE, select the emitter delay from the range [DelayLow..Delay]
Delay[edit]
Type: float
How long this Particle system should delay when ActivateSystem is called on it.
DelayLow[edit]
Type: float
The low end of the emitter delay if using a range.
Property group 'LOD'[edit]
LODDistanceCheckTime[edit]
Type: float
How often (in seconds) the system should perform the LOD distance check.
Default value: 0.25
LODDistances[edit]
Modifiers: editfixedsize
The array of distances for each LOD level in the system. Used when LODMethod is set to PARTICLESYSTEMLODMETHOD_Automatic.
Example: System with 3 LOD levels LODDistances(0) = 0.0 LODDistances(1) = 2500.0 LODDistances(2) = 5000.0
In this case, when the system is [ 0.0 .. 2499.9] from the camera, LOD level 0 will be used. [2500.0 .. 4999.9] from the camera, LOD level 1 will be used. [5000.0 .. INFINITY] from the camera, LOD level 2 will be used.
LODMethod[edit]
Type: ParticleSystemLODMethod
The method of LOD level determination to utilize for this particle system
LODSettings[edit]
Type: array<ParticleSystemLOD>
Property group 'MacroUV'[edit]
MacroUVPosition[edit]
Type: Object.Vector
Local space position that UVs generated with the ParticleMacroUV material node will be centered on.
MacroUVRadius[edit]
Type: float
World space radius that UVs generated with the ParticleMacroUV material node will tile based on.
Default value: 200.0
Property group 'Occlusion'[edit]
CustomOcclusionBounds[edit]
Type: Object.Box
The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds
OcclusionBoundsMethod[edit]
Type: EParticleSystemOcclusionBoundsMethod
Which occlusion bounds method to use for this particle system. EPSOBM_None - Don't determine occlusion for this system. EPSOBM_ParticleBounds - Use the bounds of the component when determining occlusion.
Property group 'ParticleSystem'[edit]
bOrientZAxisTowardCamera[edit]
Type: bool
If true, the system's Z axis will be oriented toward the camera
bSkipSpawnCountCheck[edit]
Type: bool
When TRUE, do NOT perform the spawning limiter check. Intended for effects used in pre-rendered cinematics.
SecondsBeforeInactive[edit]
Type: float
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.
SystemUpdateMode[edit]
Type: EParticleSystemUpdateMode
UpdateTime_FPS[edit]
Type: float
UpdateTime_FPS - the frame per second to update at in FixedTime mode
Default value: 60.0
WarmupTime[edit]
Type: float
WarmupTime - the time to warm-up the particle system when first rendered
Property group 'Thumbnail'[edit]
bUseRealtimeThumbnail[edit]
Type: bool
Inidicates the old 'real-time' thumbnail rendering should be used
ThumbnailWarmup[edit]
Type: float
The time to warm-up the system for the thumbnail image
Default value: 1.0
Internal variables[edit]
bHasPhysics[edit]
Type: bool
Modifiers: transient
Set during load time to indicate that physics is used...
bLit[edit]
Type: bool
Modifiers: deprecated, const
Deprecated, ParticleSystemLOD::bLit is used instead.
Default value: True
bRegenerateLODDuplicate[edit]
Type: bool
Internal value that tracks the regenerate LOD levels preference. If TRUE, when autoregenerating LOD levels in code, the low level will be a duplicate of the high.
bShouldResetPeakCounts[edit]
Type: bool
EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset
CurveEdSetup[edit]
Type: InterpCurveEdSetup
Modifiers: export
Used for curve editor to remember curve-editing setup.
EditorLODSetting[edit]
Type: int
LOD setting for intepolation (set by Cascade) Range [0..100]
Emitters[edit]
Type: array<ParticleEmitter>
Modifiers: editinline, export
Emitters - internal - the array of emitters in the system
FloorMesh[edit]
Type: string
Default value: "EditorMeshes.AnimTreeEd_PreviewFloor"
FloorPosition[edit]
Type: Object.Vector
FloorRotation[edit]
Type: Object.Rotator
FloorScale[edit]
Type: float
Default value: 1.0
FloorScale3D[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
PreviewComponent[edit]
Type: ParticleSystemComponent
Modifiers: transient
The component used to preview the particle system in Cascade
SoloTracking[edit]
Type: array<LODSoloTrack>
Modifiers: transient
ThumbnailAngle[edit]
Type: Object.Rotator
The angle to use when rendering the thumbnail image
ThumbnailDistance[edit]
Type: float
The distance to place the system when rendering the thumbnail image
Default value: 200.0
ThumbnailImage[edit]
Type: Texture2D
Modifiers: editoronly
Internal: The PSys thumbnail image
ThumbnailImageOutOfDate[edit]
Type: bool
Internal: Indicates the PSys thumbnail image is out of date
Default value: True
UpdateTime_Delta[edit]
Type: float
UpdateTime_Delta - internal
Default value: 1.0
Enums[edit]
EParticleSystemOcclusionBoundsMethod[edit]
Occlusion method enumeration
- EPSOBM_None
- Don't determine occlusion on this particle system
- EPSOBM_ParticleBounds
- Use the bounds of the particle system component when determining occlusion
- EPSOBM_CustomBounds
- Use the custom occlusion bounds when determining occlusion
EParticleSystemUpdateMode[edit]
ParticleSystemUpdateMode Enumeration indicating the method by which the system should be updated
- EPSUM_RealTime
- RealTime - update via the delta time passed in
- EPSUM_FixedTime
- FixedTime - update via a fixed time step
ParticleSystemLODMethod[edit]
ParticleSystemLODMethod Enumeration indicating the method by which the system should perform LOD determination
PARTICLESYSTEMLODMETHOD_Automatic Automatically set the LOD level, checking every LODDistanceCheckTime seconds. PARTICLESYSTEMLODMETHOD_DirectSet LOD level is directly set by the game code. PARTICLESYSTEMLODMETHOD_ActivateAutomatic LOD level is determined at Activation time, then left alone unless directly set by game code.
- PARTICLESYSTEMLODMETHOD_Automatic
- Automatically set the LOD level
- PARTICLESYSTEMLODMETHOD_DirectSet
- LOD level is directly set by the game
- PARTICLESYSTEMLODMETHOD_ActivateAutomatic
- LOD level is determined at Activation time, and then left alone unless directly set
Structs[edit]
LODSoloTrack[edit]
Modifiers: native
Temporary array for tracking 'solo' emitter mode. Entry will be true if emitter was enabled
ParticleSystemLOD[edit]
Modifiers: native
Structure containing per-LOD settings that pertain to the entire UParticleSystem.
- bool bLit
- Boolean to indicate whether the particle system accepts lights or not.
This must not be changed in-game, it can only be changed safely in the editor through Cascade.
Native functions[edit]
GetCurrentLODMethod[edit]
Return the currently set LOD method
GetLODDistance[edit]
Return the distance for the given LOD level
GetLODLevelCount[edit]
Return the number of LOD levels for this particle system
SetCurrentLODMethod[edit]
Set the LOD method
SetLODDistance[edit]
Set the distance for the given LOD index