Always snap to grid
UE3:EmitterCameraLensEffectBase (UDK)
Contents
- Package:
- Engine
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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]
Given updated camera information, adjust this effect to display appropriately.
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
PostBeginPlay[edit]
Overrides: Emitter.PostBeginPlay
Other instance functions[edit]
ActivateLensEffect[edit]
This will actually activate the lens Effect. We want this separated from PostBeginPlay so we can cache these emitters *
NotifyRetriggered[edit]
Called when this emitter is re-triggered, for bAllowMultipleInstances=FALSE emitters.
RegisterCamera[edit]
Tell the emitter what camera it is attached to.