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UE3:ParticleModuleRequired (UDK)

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UDK Object >> ParticleModule >> ParticleModuleRequired
Package: 
Engine
This class in other games:
UT3


Properties

Property group 'Delay'

bDelayFirstLoopOnly

Type: bool

If TRUE, the emitter will be delayed only on the first loop.

bEmitterDelayUseRange

Type: bool

If TRUE, select the emitter delay from the range [EmitterDelayLow..EmitterDelay]

EmitterDelay

Type: float

Indicates the time (in seconds) that this emitter should be delayed in the particle system.

EmitterDelayLow

Type: float

The low end of the emitter delay if using a range.

Property group 'Duration'

bDurationRecalcEachLoop

Type: bool

If TRUE, recalculate the emitter duration on each loop.

bEmitterDurationUseRange

Type: bool

If TRUE, select the emitter duration from the range [EmitterDurationLow..EmitterDuration]

EmitterDuration

Type: float

How long, in seconds, the emitter will run before looping. If set to 0, the emitter will never loop.

Default value: 1.0

EmitterDurationLow

Type: float

The low end of the emitter duration if using a range.

EmitterLoops

Type: int

The number of times to loop the emitter. 0 indicates loop continuously

Property group 'Emitter'

bKillOnCompleted

Type: bool

If TRUE, kill the emitter when it completes

bKillOnDeactivate

Type: bool

If TRUE, kill the emitter when the particle system is deactivated

bUseLocalSpace

Type: bool

If TRUE, update the emitter in local space

Material

Type: MaterialInterface

The material to utilize for the emitter at this LOD level.

ScreenAlignment

Type: ParticleSpriteEmitter.EParticleScreenAlignment

The screen alignment to utilize for the emitter at this LOD level. One of the following: PSA_Square - Uniform scale (via SizeX) facing the camera PSA_Rectangle - Non-uniform scale (via SizeX and SizeY) facing the camera PSA_Velocity - Orient the particle towards both the camera and the direction the particle is moving. Non-uniform scaling is allowed. PSA_TypeSpecific - Use the alignment method indicated int he type data module.

SortMode

Type: EParticleSortMode

The sorting mode to use for this emitter. PSORTMODE_None - No sorting required. PSORTMODE_ViewProjDepth - Sort by view projected depth of the particle. PSORTMODE_DistanceToView - Sort by distance of particle to view in world space. PSORTMODE_Age_OldestFirst - Sort by age, oldest drawn first. PSORTMODE_Age_NewestFirst - Sort by age, newest drawn first.

Property group 'Normals'

EmitterNormalsMode

Type: EEmitterNormalsMode

Normal generation mode for this emitter LOD.

NormalsCylinderDirection

Type: Object.Vector

When EmitterNormalsMode is ENM_Cylindrical, particle normals are created to face away from the cylinder going through NormalsSphereCenter in the direction NormalsCylinderDirection. NormalsCylinderDirection is in local space.

Default value:

Member Value
X 0.0
Y 0.0
Z 1.0

NormalsSphereCenter

Type: Object.Vector

When EmitterNormalsMode is ENM_Spherical, particle normals are created to face away from NormalsSphereCenter. NormalsSphereCenter is in local space.

Default value:

Member Value
X 0.0
Y 0.0
Z 100.0

Property group 'Rendering'

bUseMaxDrawCount

Type: bool

If TRUE, use the MaxDrawCount to limit the number of particles rendered. NOTE: This does not limit the number spawned/updated, only what is drawn.

Default value: True

DownsampleThresholdScreenFraction

Type: float

Fraction of the screen that the particle system's bounds must be larger than for the emitter to be rendered downsampled. The default is 0, which means downsampling is not allowed. A value of .5 means that the particle system's bounds must take up half of the screen or more before the emitter will be rendered at a lower resolution. Downsampled translucency renders significantly faster than full resolution, except that there is a fairly large constant overhead for every emitter that is downsampled. For this reason, it's best to only use downsampling on emitters that are known to have a fillrate cost larger than the constant overhead. A value of .5 is usually a good tradeoff when downsampling is desired. The quality of downsampled translucency is also affected, high frequency details will be lost and opaque edges in front of the translucency will appear more aliased. Note: This functionality uses the bounding radius so it's important that the particle system's bounds are accurate, use bUseFixedRelativeBoundingBox if necessary.

MaxDrawCount

Type: int

The maximum number of particles to DRAW for this emitter. If set to 0, it will use whatever number are present.

Default value: 500

Property group 'SubUV'

bScaleUV

Type: bool

Whether to scale the UV or not - ie, the model wasn't setup with sub uvs

InterpolationMethod

Type: ParticleEmitter.EParticleSubUVInterpMethod

The interpolation method to used for the SubUV image selection. One of the following: PSUVIM_None - Do not apply SubUV modules to this emitter. PSUVIM_Linear - Smoothly transition between sub-images in the given order, with no blending between the current and the next PSUVIM_Linear_Blend - Smoothly transition between sub-images in the given order, blending between the current and the next PSUVIM_Random - Pick the next image at random, with no blending between the current and the next PSUVIM_Random_Blend - Pick the next image at random, blending between the current and the next

RandomImageChanges

Type: int

The number of times to change a random image over the life of the particle.

SubImages_Horizontal

Type: int

The number of sub-images horizontally in the texture

Default value: 1

SubImages_Vertical

Type: int

The number of sub-images vertically in the texture

Default value: 1

Internal variables

bDirectUV

Type: bool

SUB-UV RELATIVE INTERNAL MEMBERS

bRequiresSorting

Type: bool

Modifiers: deprecated

Whether this emitter requires sorting as specified by artist.

BurstList

Type: array<ParticleEmitter.ParticleBurst>

Modifiers: export, noclear

The array of burst entries.

ParticleBurstMethod

Type: ParticleEmitter.EParticleBurstMethod

The method to utilize when burst-emitting particles

RandomImageTime

Type: float

The amount of time (particle-relative, 0.0 to 1.0) to 'lock' on a random sub image

   0.0 = change every frame
    1.0 = select a random image at spawn and hold for the life of the particle

SpawnRate

Type: DistributionFloat.RawDistributionFloat

The rate at which to spawn particles

Default value:

Member Value
Distribution RequiredDistributionSpawnRate
LookupTable
  1. 0.0
  2. 0.0
  3. 0.0
  4. 0.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

Default values

Property Value
bSpawnModule True
bUpdateModule True

Enums

EEmitterNormalsMode

ENM_CameraFacing 
Default mode, normals are based on the camera facing geometry.
ENM_Spherical 
Normals are generated from a sphere centered at NormalsSphereCenter.
ENM_Cylindrical 
Normals are generated from a cylinder going through NormalsSphereCenter, in the direction NormalsCylinderDirection.

EParticleSortMode

PSORTMODE_None 
PSORTMODE_ViewProjDepth 
PSORTMODE_DistanceToView 
PSORTMODE_Age_OldestFirst 
PSORTMODE_Age_NewestFirst