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UE3:ParticleModuleRequired (UT3)
Object >> ParticleModule >> ParticleModuleRequired |
Contents
- 1 Properties
- 1.1 Property group 'Burst'
- 1.2 Property group 'Cascade'
- 1.3 Property group 'Delay'
- 1.4 Property group 'Emitter'
- 1.4.1 bDurationRecalcEachLoop
- 1.4.2 bEmitterDurationUseRange
- 1.4.3 bKillOnCompleted
- 1.4.4 bKillOnDeactivate
- 1.4.5 bRequiresSorting
- 1.4.6 bUseLocalSpace
- 1.4.7 bUseMaxDrawCount
- 1.4.8 EmitterDuration
- 1.4.9 EmitterDurationLow
- 1.4.10 EmitterLoops
- 1.4.11 Material
- 1.4.12 MaxDrawCount
- 1.4.13 ScreenAlignment
- 1.5 Property group 'Spawn'
- 1.6 Property group 'SubUV'
- 1.7 Internal variables
- 1.8 Default values
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Properties
Property group 'Burst'
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
Property group 'Cascade'
EmitterEditorColor
Type: Object.Color
EmitterRenderMode
Type: ParticleEmitter.EEmitterRenderMode
Property group 'Delay'
bDelayFirstLoopOnly
Type: bool
EmitterDelay
Type: float
EmitterDelay This variable indicates the time (in seconds) that this emitter should be delayed in the particle system.
Property group 'Emitter'
bDurationRecalcEachLoop
Type: bool
bEmitterDurationUseRange
Type: bool
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
bRequiresSorting
Type: bool
Whether this emitter requires sorting as specified by artist.
bUseLocalSpace
Type: bool
If TRUE, update the emitter in local space
bUseMaxDrawCount
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
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
EmitterLoops
Type: int
The number of times to loop the emitter. 0 indicates loop continuously
Material
Type: MaterialInterface
The material to utilize for the emitter at this LOD level.
MaxDrawCount
Type: int
Default value: 500
ScreenAlignment
Type: ParticleSpriteEmitter.EParticleScreenAlignment
The screen alignment to utilize for the emitter at this LOD level.
Property group 'Spawn'
SpawnRate
Type: DistributionFloat.RawDistributionFloat
The rate at which to spawn particles
Default value:
Member | Value |
---|---|
Distribution | RequiredDistributionSpawnRate |
LookupTable |
|
LookupTableChunkSize | 1 |
LookupTableNumElements | 1 |
Op | 1 |
Property group 'SubUV'
bScaleUV
Type: bool
Whether to scale the UV or not - ie, the model wasn't set with sub uvs
InterpolationMethod
Type: ParticleEmitter.EParticleSubUVInterpMethod
The interpolation method to used for the SubUV image selection
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
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
Default values
Property | Value |
---|---|
bSpawnModule | True |
bUpdateModule | True |