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UE3:ParticleSystemComponent (UDK)

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UDK Object >> Component >> ActorComponent >> PrimitiveComponent >> ParticleSystemComponent

Contents

Package: 
Engine
Direct subclasses:
CascadeParticleSystemComponent, UTParticleSystemComponent
This class in other games:
UT3


Properties

Property group 'LOD'

bOverrideLODMethod

Type: bool

indicates that the component's LODMethod overrides the Template's

LODMethod

Type: ParticleSystem.ParticleSystemLODMethod

The method of LOD level determination to utilize for this particle system

Property group 'ParticleSystemComponent'

bAutoActivate

Type: bool

If true, activate on creation.

Default value: True

bResetOnDetach

Type: bool


CustomTimeDilation

Type: float

Scales DeltaTime in UParticleSystemComponent::Tick(...)

Default value: 1.0

InstanceParameters

Type: array<ParticleSysParam>

Modifiers: editinline

Array holding name instance parameters for this ParticleSystemComponent. Parameters can be used in Cascade using DistributionFloat/VectorParticleParameters.

ReplayClips

Type: array<ParticleSystemReplay>

Modifiers: const, editinline

Array of replay clips for this particle system component. These are serialized to disk. You really should never add anything to this in the editor. It's exposed so that you can delete clips if you need to, but be careful when doing so!

SecondsBeforeInactive

Type: float

Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.

Default value: 1.0

Template

Type: ParticleSystem

Modifiers: const


Internal variables

See ParticleSystemComponent internal variables.

Default values

Property Value
bTickInEditor True

Enums

EParticleEventType

Event type

EPET_Any 
Any - allow any event
EPET_Spawn 
Spawn - a particle spawn event
EPET_Death 
Death - a particle death event
EPET_Collision 
Collision - a particle collision event
EPET_Kismet 
Kismet - an event generated by Kismet

EParticleSysParamType

Enum for specifying type of a name instance parameter.

PSPT_None 
PSPT_Scalar 
PSPT_Vector 
PSPT_Color 
PSPT_Actor 
PSPT_Material 

ParticleReplayState

Particle system replay state

PRS_Disabled 
Replay system is disabled. Particles are simulated and rendered normally.
PRS_Capturing 
Capture all particle data to the clip specified by ReplayClipIDNumber. The frame to capture

must be specified using the ReplayFrameIndex

PRS_Replaying 
Replay captured particle state from the clip specified by ReplayClipIDNumber. The frame to play

must be specified using the ReplayFrameIndex

Structs

ParticleEmitterInstance

(No member variables.)

ParticleEmitterInstanceMotionBlurInfo

Modifiers: native

Stores motion blur transform info for particles

Object.Map_Mirror{TMap<INT, struct FMeshElementMotionBlurInfo>} ParticleMBInfoMap 
Maps unique particle Id to its motion blur info

ParticleEventCollideData

Extends: ParticleEventData

Modifiers: native

Collision particle event data.

float ParticleTime 
The particle time at collision.
Object.Vector Normal 
Normal vector in coordinate system of the returner. Zero=none.
float Time 
Time until hit, if line check.
int Item 
Primitive data item which was hit, INDEX_NONE=none.
name BoneName 
Name of bone we hit (for skeletal meshes).

ParticleEventData

Modifiers: native

The base class for all particle event data.

int Type 
The type of event that was generated.
name EventName 
The name of the event.
float EmitterTime 
The emitter time at the event.
Object.Vector Location 
The location of the event.
Object.Vector Direction 
The direction of the particle at the time of the event.
Object.Vector Velocity 
The velocity at the time of the event.

ParticleEventDeathData

Extends: ParticleEventData

Modifiers: native

Killed particle event data.

float ParticleTime 
The particle time at its death.

ParticleEventKismetData

Extends: ParticleEventData

Modifiers: native

Kismet particle event data.

bool UsePSysCompLocation 
If TRUE, use the particle system component location as spawn location.
Object.Vector Normal 
Normal vector in coordinate system of the returner. Zero=none.

ParticleEventSpawnData

Extends: ParticleEventData

Modifiers: native

Spawn particle event data.

(No new member variables.)

ParticleSysParam

Modifiers: native

Struct used for a particular named instance parameter for this ParticleSystemComponent.

name Name 
No UObject reference
EParticleSysParamType ParamType 
float Scalar 
Object.Vector Vector 
Object.Color Color 
Actor Actor 
MaterialInterface Material 

ViewParticleEmitterInstanceMotionBlurInfo

Modifiers: native

Stores motion blur transform info for emitter instances

Object.Map_Mirror{TMap<const struct FParticleMeshEmitterInstance*, struct FParticleEmitterInstanceMotionBlurInfo>} EmitterInstanceMBInfoMap 
Maps unique emitter instance via ptr to its particle motion blur info

Delegates

OnSystemFinished

delegate OnSystemFinished (ParticleSystemComponent PSystem)


Native functions

ActivateSystem

native final function ActivateSystem (bool bFlagAsJustAttached)


ClearParameter

native final function ClearParameter (name ParameterName, optional EParticleSysParamType ParameterType)

clears the specified parameter, returning it to the default value set in the template

Parameters:

  • ParameterName - name of parameter to remove
  • ParameterType - type of parameter to remove; if omitted or PSPT_None is specified, all parameters with the given name are removed

DeactivateSystem

native final function DeactivateSystem ()


DetermineLODLevelForLocation

native function int DetermineLODLevelForLocation (Object.Vector EffectLocation)

This will determine which LOD to use based off the specific ParticleSystem passed in and the distance to where that PS is being displayed.

NOTE: This is distance based LOD not perf based. Perf and distance are orthogonal concepts.

GetActorParameter

native function bool GetActorParameter (const name InName, out Actor OutActor)

Retrieve the Actor parameter value for the given name.

Parameters:

  • InName - Name of the parameter
  • OutActor - The value of the parameter found

Returns:

TRUE Parameter was found - OutActor is valid FALSE Parameter was not found - OutActor is invalid

GetColorParameter

native function bool GetColorParameter (const name InName, out Object.Color OutColor)

Retrieve the Color parameter value for the given name.

Parameters:

  • InName - Name of the parameter
  • OutColor - The value of the parameter found

Returns:

TRUE Parameter was found - OutColor is valid FALSE Parameter was not found - OutColor is invalid

GetEditorLODLevel

native final function int GetEditorLODLevel ()


GetFloatParameter

native function bool GetFloatParameter (const name InName, out float OutFloat)

Retrieve the Float parameter value for the given name.

Parameters:

  • InName - Name of the parameter
  • OutFloat - The value of the parameter found

Returns:

TRUE Parameter was found - OutFloat is valid FALSE Parameter was not found - OutFloat is invalid

GetLODLevel

native final function int GetLODLevel ()

GetLODLevel - gets the LOD level currently set.

GetMaterialParameter

native function bool GetMaterialParameter (const name InName, out MaterialInterface OutMaterial)

Retrieve the Material parameter value for the given name.

Parameters:

  • InName - Name of the parameter
  • OutMaterial - The value of the parameter found

Returns:

TRUE Parameter was found - OutMaterial is valid FALSE Parameter was not found - OutMaterial is invalid

GetSkipUpdateDynamicDataDuringTick

native final function bool GetSkipUpdateDynamicDataDuringTick ()

Function for retrieving the bSkipUpdateDynamicDataDuringTick flag.

GetVectorParameter

native function bool GetVectorParameter (const name InName, out Object.Vector OutVector)

Retrieve the Vector parameter value for the given name.

Parameters:

  • InName - Name of the parameter
  • OutVector - The value of the parameter found

Returns:

TRUE Parameter was found - OutVector is valid FALSE Parameter was not found - OutVector is invalid

KillParticlesForced

native final function KillParticlesForced ()


ResetToDefaults

native final function ResetToDefaults ()

stops the emitter, detaches the component, and resets the component's properties to the values of its template

RewindEmitterInstance

native function RewindEmitterInstance (int EmitterIndex)

Rewind emitter instances.

RewindEmitterInstances

native function RewindEmitterInstances ()


SetActive

native final function SetActive (bool bNowActive)

calls ActivateSystem() or DeactivateSystem() only if the component is not already activated/deactivated necessary because ActivateSystem() resets already active emitters so it shouldn't be called multiple times on looping effects

Parameters:

  • bNowActive - whether the system should be active

SetActorParameter

native final function SetActorParameter (name ParameterName, Actor Param)


SetBeamDistance

native function SetBeamDistance (int EmitterIndex, float Distance)

Set the beam distance

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • Distance - The value to set it to

SetBeamEndPoint

native function SetBeamEndPoint (int EmitterIndex, Object.Vector NewEndPoint)

Set the beam end point

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • NewEndPoint - The value to set it to

SetBeamSourcePoint

native function SetBeamSourcePoint (int EmitterIndex, Object.Vector NewSourcePoint, int SourceIndex)

Set the beam source point

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • NewSourcePoint - The value to set it to
  • SourceIndex - Which beam within the emitter to set it on

SetBeamSourceStrength

native function SetBeamSourceStrength (int EmitterIndex, float NewSourceStrength, int SourceIndex)

Set the beam source strength

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • NewSourceStrength - The value to set it to
  • SourceIndex - Which beam within the emitter to set it on

SetBeamSourceTangent

native function SetBeamSourceTangent (int EmitterIndex, Object.Vector NewTangentPoint, int SourceIndex)

Set the beam source tangent

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • NewTangentPoint - The value to set it to
  • SourceIndex - Which beam within the emitter to set it on

SetBeamTargetPoint

native function SetBeamTargetPoint (int EmitterIndex, Object.Vector NewTargetPoint, int TargetIndex)

Set the beam target point

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • NewTargetPoint - The value to set it to
  • TargetIndex - Which beam within the emitter to set it on

SetBeamTargetStrength

native function SetBeamTargetStrength (int EmitterIndex, float NewTargetStrength, int TargetIndex)

Set the beam target strength

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • NewTargetStrength - The value to set it to
  • TargetIndex - Which beam within the emitter to set it on

SetBeamTargetTangent

native function SetBeamTargetTangent (int EmitterIndex, Object.Vector NewTangentPoint, int TargetIndex)

Set the beam target tangent

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • NewTangentPoint - The value to set it to
  • TargetIndex - Which beam within the emitter to set it on

SetBeamTessellationFactor

native function SetBeamTessellationFactor (int EmitterIndex, float NewFactor)

Set the beam tessellation factor

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • NewFactor - The value to set it to

SetBeamType

native function SetBeamType (int EmitterIndex, int NewMethod)

Set the beam type

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • NewMethod - The new method/type of beam to generate

SetColorParameter

native final function SetColorParameter (name ParameterName, Object.Color Param)


SetEditorLODLevel

native final function SetEditorLODLevel (int InLODLevel)


SetFloatParameter

native final function SetFloatParameter (name ParameterName, float Param)


SetKillOnCompleted

native function SetKillOnCompleted (int EmitterIndex, bool bKill)

SetKillOnDeactivate is used to set the KillOnCompleted( flag. If true, when the particle system is completed, it will immediately kill the emitter instance.

Set this to true for cached ParticleSystems

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • bKill - The value to set it to

SetKillOnDeactivate

native function SetKillOnDeactivate (int EmitterIndex, bool bKill)

SetKillOnDeactivate is used to set the KillOnDeactivate flag. If true, when the particle system is deactivated, it will immediately kill the emitter instance. If false, the emitter instance live particles will complete their lifetime.

Set this to true for cached ParticleSystems

Parameters:

  • EmitterIndex - The index of the emitter to set it on
  • bKill - value to set KillOnDeactivate to

SetLODLevel

native final function SetLODLevel (int InLODLevel)

SetLODLevel - sets the LOD level to use for this instance.

SetMaterialParameter

native final function SetMaterialParameter (name ParameterName, MaterialInterface Param)


SetSkipUpdateDynamicDataDuringTick

native final function SetSkipUpdateDynamicDataDuringTick (bool bInSkipUpdateDynamicDataDuringTick)

Function for setting the bSkipUpdateDynamicDataDuringTick flag.

SetStopSpawning

native final function SetStopSpawning (int InEmitterIndex, bool bInStopSpawning)

Calls SetStopSpawning with the given emitter instance passing in the given value.

Parameters:

  • InEmitterIndex - The index of the emitter instance to call SetHaltSpawning on; -1 for ALL
  • bInStopSpawning - The value to pass into the EmitterInstance SetHaltSpawning call

SetTemplate

native final function SetTemplate (ParticleSystem NewTemplate)


SetVectorParameter

native final function SetVectorParameter (name ParameterName, Object.Vector Param)