Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

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, UT2003, UE2Runtime, UT2004, UT3

Emitter actor class.

Properties

Property group 'Emitter'

bPostUpdateTickGroup

Type: bool


LightEnvironment

Type: DynamicLightEnvironmentComponent

Modifiers: editconst, const


ParticleSystemComponent

Type: ParticleSystemComponent

Modifiers: editconst, const


Default value: ParticleSystemComponent'ParticleSystemComponent0'

Internal variables

bCurrentlyActive

Type: bool

Modifiers: repnotify

used to update status of toggleable level placed emitters on clients

bDestroyOnSystemFinish

Type: bool


Default values

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

ArrowComponent0

Class: Engine.ArrowComponent

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

ParticleSystemComponent0

Class: Engine.ParticleSystemComponent

Property Value
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

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

Structs

CheckpointRecord

bool bIsActive 

Functions

Native functions

SetTemplate

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


Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


ShutDown

simulated event ShutDown ()

Overrides: Actor.ShutDown

ShutDown an actor.

Other instance functions

ApplyCheckpointRecord

function ApplyCheckpointRecord (const out CheckpointRecord Record)


CreateCheckpointRecord

function CreateCheckpointRecord (out CheckpointRecord Record)


HideSelf

simulated function HideSelf ()

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

OnParticleEventGenerator

function OnParticleEventGenerator (SeqAct_ParticleEventGenerator action)

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

OnParticleSystemFinished

simulated function OnParticleSystemFinished (ParticleSystemComponent FinishedComponent)


OnSetParticleSysParam

simulated function OnSetParticleSysParam (SeqAct_SetParticleSysParam Action)

Kismet handler for setting particle instance parameters.

OnToggle

function OnToggle (SeqAct_Toggle action)

Handling Toggle event from Kismet.

SetActorParameter

simulated function SetActorParameter (name ParameterName, Actor Param)


SetColorParameter

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


SetExtColorParameter

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


SetFloatParameter

simulated function SetFloatParameter (name ParameterName, float Param)


SetVectorParameter

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


ShouldSaveForCheckpoint

function bool ShouldSaveForCheckpoint ()