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UE3:ParticleModuleRequired (UT3)

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Burst'[edit]

BurstList[edit]

Type: array<ParticleEmitter.ParticleBurst>

Modifiers: export, noclear

The array of burst entries.

ParticleBurstMethod[edit]

Type: ParticleEmitter.EParticleBurstMethod

The method to utilize when burst-emitting particles

Property group 'Cascade'[edit]

EmitterEditorColor[edit]

Type: Object.Color


EmitterRenderMode[edit]

Type: ParticleEmitter.EEmitterRenderMode


Property group 'Delay'[edit]

bDelayFirstLoopOnly[edit]

Type: bool


EmitterDelay[edit]

Type: float

EmitterDelay This variable indicates the time (in seconds) that this emitter should be delayed in the particle system.

Property group 'Emitter'[edit]

bDurationRecalcEachLoop[edit]

Type: bool


bEmitterDurationUseRange[edit]

Type: bool


bKillOnCompleted[edit]

Type: bool

If TRUE, kill the emitter when it completes

bKillOnDeactivate[edit]

Type: bool

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

bRequiresSorting[edit]

Type: bool

Whether this emitter requires sorting as specified by artist.

bUseLocalSpace[edit]

Type: bool

If TRUE, update the emitter in local space

bUseMaxDrawCount[edit]

Type: bool

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

Default value: True

EmitterDuration[edit]

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[edit]

Type: float


EmitterLoops[edit]

Type: int

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

Material[edit]

Type: MaterialInterface

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

MaxDrawCount[edit]

Type: int


Default value: 500

ScreenAlignment[edit]

Type: ParticleSpriteEmitter.EParticleScreenAlignment

The screen alignment to utilize for the emitter at this LOD level.

Property group 'Spawn'[edit]

SpawnRate[edit]

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

Property group 'SubUV'[edit]

bScaleUV[edit]

Type: bool

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

InterpolationMethod[edit]

Type: ParticleEmitter.EParticleSubUVInterpMethod

The interpolation method to used for the SubUV image selection

RandomImageChanges[edit]

Type: int

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

SubImages_Horizontal[edit]

Type: int

The number of sub-images horizontally in the texture

Default value: 1

SubImages_Vertical[edit]

Type: int

The number of sub-images vertically in the texture

Default value: 1

Internal variables[edit]

bDirectUV[edit]

Type: bool

SUB-UV RELATIVE INTERNAL MEMBERS

RandomImageTime[edit]

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

Default values[edit]

Property Value
bSpawnModule True
bUpdateModule True