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UE3:ParticleSystemComponent (UT3)
Object >> Component >> ActorComponent >> PrimitiveComponent >> ParticleSystemComponent |
Contents
- 1 Properties
- 1.1 Property group 'LOD'
- 1.2 Property group 'ParticleSystemComponent'
- 1.3 Internal variables
- 1.3.1 AccumTickTime
- 1.3.2 bDeferredBeamUpdate
- 1.3.3 bForcedInActive
- 1.3.4 bIsActive
- 1.3.5 bIsCachedInPool
- 1.3.6 bIsViewRelevanceDirty
- 1.3.7 bIsWarmingUp
- 1.3.8 bJustAttached
- 1.3.9 bSkipUpdateDynamicDataDuringTick
- 1.3.10 bSuppressSpawning
- 1.3.11 bUpdateComponentInTick
- 1.3.12 bUpdateOnDedicatedServer
- 1.3.13 bWarmingUp
- 1.3.14 bWasCompleted
- 1.3.15 bWasDeactivated
- 1.3.16 CachedViewRelevanceFlags
- 1.3.17 EditorLODLevel
- 1.3.18 EmitterInstances
- 1.3.19 LODLevel
- 1.3.20 OldPosition
- 1.3.21 PartSysVelocity
- 1.3.22 SMComponents
- 1.3.23 SMMaterialInterfaces
- 1.3.24 WarmupTime
- 1.4 Default values
- 2 Enums
- 3 Structs
- 4 Delegates
- 5 Native functions
- 5.1 ActivateSystem
- 5.2 ClearParameter
- 5.3 DeactivateSystem
- 5.4 GetEditorLODLevel
- 5.5 GetLODLevel
- 5.6 GetSkipUpdateDynamicDataDuringTick
- 5.7 KillParticlesForced
- 5.8 ResetToDefaults
- 5.9 RewindEmitterInstance
- 5.10 RewindEmitterInstances
- 5.11 SetActive
- 5.12 SetActorParameter
- 5.13 SetBeamDistance
- 5.14 SetBeamEndPoint
- 5.15 SetBeamSourcePoint
- 5.16 SetBeamSourceStrength
- 5.17 SetBeamSourceTangent
- 5.18 SetBeamTargetPoint
- 5.19 SetBeamTargetStrength
- 5.20 SetBeamTargetTangent
- 5.21 SetBeamTessellationFactor
- 5.22 SetBeamType
- 5.23 SetColorParameter
- 5.24 SetEditorLODLevel
- 5.25 SetFloatParameter
- 5.26 SetKillOnCompleted
- 5.27 SetKillOnDeactivate
- 5.28 SetLODLevel
- 5.29 SetMaterialParameter
- 5.30 SetSkipUpdateDynamicDataDuringTick
- 5.31 SetTemplate
- 5.32 SetVectorParameter
- Package:
- Engine
- Direct subclasses:
- CascadeParticleSystemComponent, UTParticleSystemComponent
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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
InstanceParameters
Type: array<ParticleSysParam>
Modifiers: editinline
Array holding name instance parameters for this ParticleSystemComponent. Parameters can be used in Cascade using DistributionFloat/VectorParticleParameters.
SecondsBeforeInactive
Type: float
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.
Template
Type: ParticleSystem
Modifiers: const
Internal variables
AccumTickTime
Type: float
Modifiers: transient
Used to accumulate total tick time to determine whether system can be skipped ticking if not visible.
bDeferredBeamUpdate
Type: bool
Set this to TRUE to have beam emitters defer their update until the data is being passed to the render thread.
bForcedInActive
Type: bool
Modifiers: transient
This is set when any of our "don't tick me" timeout values have fired
bIsActive
Type: bool
Modifiers: transient
INTERNAL Set to TRUE when InitParticles has been called. Set to FALSE when ResetParticles has been called. Used to quick-out of Tick and Render calls (when caching PSysComps and emitter instances).
bIsCachedInPool
Type: bool
bCanBeCachedInPool
If this is true, when the PSC completes it will do the following:
bHidden = TRUE
This is used for Particles which are cached in a pool where you need to make certain to NOT kill off the EmitterInstances so we do not re allocate.
See: ActivateSystem() where it rewinds the indiv emitters if they need it
bIsViewRelevanceDirty
Type: bool
Modifiers: transient
If TRUE, the ViewRelevanceFlags are dirty and should be recached
bIsWarmingUp
Type: bool
Modifiers: transient
This is set when the particle system component is warming up
bJustAttached
Type: bool
Indicates that the component has not been ticked since being attached.
bSkipUpdateDynamicDataDuringTick
Type: bool
Flag indicating that dynamic updating of render data should NOT occur during Tick. This is used primarily to allow for warming up and simulated effects to a certain state.
bSuppressSpawning
Type: bool
Modifiers: const
bUpdateComponentInTick
Type: bool
Set this to TRUE to have the PSysComponent update during the tick if 'dirty'.
bUpdateOnDedicatedServer
Type: bool
whether to update the particle system on dedicated servers
bWarmingUp
Type: bool
bWasCompleted
Type: bool
Modifiers: const
bWasDeactivated
Type: bool
Modifiers: const
CachedViewRelevanceFlags
Type: array<PrimitiveComponent.MaterialViewRelevance>
Modifiers: transient, const
The view relevance flags for each LODLevel.
EditorLODLevel
Type: int
INTERNAL. Used by the editor to set the LODLevel
EmitterInstances
Type: array<pointer{struct FParticleEmitterInstance}>
Modifiers: native, transient, const
LODLevel
Type: int
OldPosition
Type: Object.Vector
PartSysVelocity
Type: Object.Vector
SMComponents
Type: array<StaticMeshComponent>
Modifiers: private, transient, duplicatetransient, const
The static mesh components for a mesh emitter. This is to prevent the SMCs from being garbage collected.
SMMaterialInterfaces
Type: array<MaterialInterface>
Modifiers: private, transient, duplicatetransient, const
WarmupTime
Type: float
Default values
Property | Value |
---|---|
bTickInEditor | True |
Enums
EParticleSysParamType
Enum for specifying type of a name instance parameter.
- PSPT_None
- PSPT_Scalar
- PSPT_Vector
- PSPT_Color
- PSPT_Actor
- PSPT_Material
Structs
ParticleEmitterInstance
(No 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
Delegates
OnSystemFinished
Native functions
ActivateSystem
ClearParameter
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
GetEditorLODLevel
GetLODLevel
GetLODLevel - gets the LOD level currently set.
GetSkipUpdateDynamicDataDuringTick
Function for retrieving the bSkipUpdateDynamicDataDuringTick flag.
KillParticlesForced
ResetToDefaults
stops the emitter, detaches the component, and resets the component's properties to the values of its template
RewindEmitterInstance
Rewind emitter instances.
RewindEmitterInstances
SetActive
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
SetBeamDistance
Set the beam distance
Parameters:
- EmitterIndex - The index of the emitter to set it on
- Distance - The value to set it to
SetBeamEndPoint
Set the beam end point
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewEndPoint - The value to set it to
SetBeamSourcePoint
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
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
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
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
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
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
Set the beam tessellation factor
Parameters:
- EmitterIndex - The index of the emitter to set it on
- NewFactor - The value to set it to
SetBeamType
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
SetEditorLODLevel
SetFloatParameter
SetKillOnCompleted
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
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
SetLODLevel - sets the LOD level to use for this instance.
SetMaterialParameter
SetSkipUpdateDynamicDataDuringTick
Function for setting the bSkipUpdateDynamicDataDuringTick flag.