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UE3:Emitter (UDK)

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UDK Object >> Actor >> Emitter
Package: 
Engine
Direct subclasses:
EmitterCameraLensEffectBase, EmitterSpawnable, PhysXEmitterSpawnable, UTEmitCameraEffect, UTEmitter
This class in other games:
U2XMP, UE2Runtime, UT2003, UT2004, UT3

Emitter actor class.

Properties[edit]

Property group 'Emitter'[edit]

bPostUpdateTickGroup[edit]

Type: bool


LightEnvironment[edit]

Type: DynamicLightEnvironmentComponent

Modifiers: editconst, const


ParticleSystemComponent[edit]

Type: ParticleSystemComponent

Modifiers: editconst, const


Default value: ParticleSystemComponent'ParticleSystemComponent0'

Internal variables[edit]

bCurrentlyActive[edit]

Type: bool

Modifiers: repnotify

used to update status of toggleable level placed emitters on clients

bDestroyOnSystemFinish[edit]

Type: bool


Default values[edit]

Property Value
bEdShouldSnap True
bGameRelevant True
bHardAttach True
bNoDelete True
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
Components[1] ParticleSystemComponent'ParticleSystemComponent0'
Components[2] ArrowComponent'ArrowComponent0'
SupportedEvents[4] Class'Engine.SeqEvent_ParticleEvent'
TickGroup TG_DuringAsyncWork

Subobjects[edit]

ArrowComponent0[edit]

Class: Engine.ArrowComponent

Property Value
ArrowColor
Member Value
A 255
B 128
G 255
R 0
ArrowSize 1.5
bTreatAsASprite True
ReplacementPrimitive None

ParticleSystemComponent0[edit]

Class: Engine.ParticleSystemComponent

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
bIsScreenSizeScaled True
HiddenGame True
ReplacementPrimitive None
ScreenSize 0.0025
Sprite Texture2D'EditorResources.S_Emitter'

Structs[edit]

CheckpointRecord[edit]

bool bIsActive 

Functions[edit]

Native functions[edit]

SetTemplate[edit]

native noexport event SetTemplate (ParticleSystem NewTemplate, optional bool bDestroyOnFinish)


Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


ShutDown[edit]

simulated event ShutDown ()

Overrides: Actor.ShutDown

ShutDown an actor.

Other instance functions[edit]

ApplyCheckpointRecord[edit]

function ApplyCheckpointRecord (const out CheckpointRecord Record)


CreateCheckpointRecord[edit]

function CreateCheckpointRecord (out CheckpointRecord Record)


HideSelf[edit]

simulated function HideSelf ()

Function used to have the emitter hide itself and put itself into stasis *

OnParticleEventGenerator[edit]

function OnParticleEventGenerator (SeqAct_ParticleEventGenerator action)

Handling ParticleEventGenerator event from Kismet. - Does nothing... just here to stop Kismet from complaining

OnParticleSystemFinished[edit]

simulated function OnParticleSystemFinished (ParticleSystemComponent FinishedComponent)


OnSetParticleSysParam[edit]

simulated function OnSetParticleSysParam (SeqAct_SetParticleSysParam Action)

Kismet handler for setting particle instance parameters.

OnToggle[edit]

function OnToggle (SeqAct_Toggle action)

Handling Toggle event from Kismet.

SetActorParameter[edit]

simulated function SetActorParameter (name ParameterName, Actor Param)


SetColorParameter[edit]

simulated function SetColorParameter (name ParameterName, Object.Color Param)


SetExtColorParameter[edit]

simulated function SetExtColorParameter (name ParameterName, byte Red, byte Green, byte Blue, byte Alpha)


SetFloatParameter[edit]

simulated function SetFloatParameter (name ParameterName, float Param)


SetVectorParameter[edit]

simulated function SetVectorParameter (name ParameterName, Object.Vector Param)


ShouldSaveForCheckpoint[edit]

function bool ShouldSaveForCheckpoint ()