My program doesn't have bugs. It just develops random features.

UE3:ParticleEmitter (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> ParticleEmitter
Package: 
Engine
Direct subclass:
ParticleSpriteEmitter
This class in other games:
U2XMP, UE2Runtime, UT2003, UT2004, UT3

ParticleEmitter The base class for any particle emitter objects.

Properties

Property group 'Cascade'

bCollapsed

Type: bool

Modifiers: editoronly

This value indicates the emitter should be drawn 'collapsed' in Cascade

EmitterEditorColor

Type: Object.Color

The color of the emitter in the curve editor and debug rendering modes.

Default value:

Member Value
A 255
B 150
G 150
R 0

EmitterRenderMode

Type: EEmitterRenderMode

How to render the emitter particles. Can be one of the following: ERM_Normal - As the intended sprite/mesh ERM_Point - As a 2x2 pixel block with no scaling and the color set in EmitterEditorColor ERM_Cross - As a cross of lines, scaled to the size of the particle in EmitterEditorColor ERM_None - Do not render

Property group 'Particle'

EmitterName

Type: name

The name of the emitter.

Default value: 'Particle Emitter'

InitialAllocationCount

Type: int

Initial allocation count - overrides calculated peak count if > 0

Internal variables

bCookedOut

Type: bool

If TRUE, then this emitter was 'cooked out' by the cooker. This means it was completely disabled, but to preserve any indexing schemes, it is left in place.

bIsSoloing

Type: bool

Modifiers: transient

If TRUE, then show only this emitter in the editor

ConvertedModules

Type: bool


Default value: True

LODLevels

Type: array<ParticleLODLevel>

Modifiers: editinline, export


PeakActiveParticles

Type: int


SubUVDataOffset

Type: int

Modifiers: transient


Enums

EEmitterRenderMode

ERM_Normal 
ERM_Point 
ERM_Cross 
ERM_None 

EParticleBurstMethod

EPBM_Instant 
EPBM_Interpolated 

EParticleSubUVInterpMethod

PSUVIM_None 
PSUVIM_Linear 
PSUVIM_Linear_Blend 
PSUVIM_Random 
PSUVIM_Random_Blend 

Structs

ParticleBurst

Modifiers: native

int Count 
The number of particles to burst
int CountLow 
If >= 0, use as a range [CountLow..Count]
float Time 
The time at which to burst them (0..1: emitter lifetime)

Default values:

Property Value
CountLow -1