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UE3:EmitterCameraLensEffectBase (UDK)

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UDK Object >> Actor >> Emitter >> EmitterCameraLensEffectBase
Package: 
Engine

Base class for Camera Lens Effects. Needed so we can have AnimNotifies be able to show camera effects in a nice drop down

Properties[edit]

Property group 'EmitterCameraLensEffectBase'[edit]

bAllowMultipleInstances[edit]

Type: bool

Modifiers: protectedwrite, const

TRUE if multiple instances of this emitter can exist simultaneously, FALSE otherwise.

DistFromCamera[edit]

Type: float

Modifiers: protected, const

How far in front of the camera this emitter should live, assuming an FOV of 80 degrees.

Note that the actual distance will be automatically adjusted to account for the actual FOV.

Default value: 90.0

Internal variables[edit]

BaseCamera[edit]

Type: Camera

Modifiers: protected, transient

Camera this emitter is attached to, will be notified when emitter is destroyed

BaseFOV[edit]

Type: float

In order to get the particle effect looking correct we need to have a base FOV which we just to move the particle closer/further from the camera *

Default value: 80.0

PS_CameraEffect[edit]

Type: ParticleSystem

Modifiers: protected

Particle System to use

PS_CameraEffectNonExtremeContent[edit]

Type: ParticleSystem

Modifiers: protected

The effect to use for non extreme content

Default values[edit]

Property Value
bDestroyOnSystemFinish True
bNetInitialRotation True
bNoDelete False
Components[0] ParticleSystemComponent'ParticleSystemComponent0'
LifeSpan 10.0
TickGroup TG_PostAsyncWork

Subobjects[edit]

ParticleSystemComponent0[edit]

Class: Engine.ParticleSystemComponent

Inherits from: Emitter.ParticleSystemComponent0

Property Value
bOnlyOwnerSee True
ReplacementPrimitive None
SecondsBeforeInactive 0.0

Functions[edit]

Native functions[edit]

UpdateLocation[edit]

simulated native function UpdateLocation (const out Object.Vector CamLoc, const out Object.Rotator CamRot, float CamFOVDeg)

Given updated camera information, adjust this effect to display appropriately.

Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Emitter.PostBeginPlay


Other instance functions[edit]

ActivateLensEffect[edit]

simulated function ActivateLensEffect ()

This will actually activate the lens Effect. We want this separated from PostBeginPlay so we can cache these emitters *

NotifyRetriggered[edit]

function NotifyRetriggered ()

Called when this emitter is re-triggered, for bAllowMultipleInstances=FALSE emitters.

RegisterCamera[edit]

function RegisterCamera (Camera C)

Tell the emitter what camera it is attached to.