I'm a doctor, not a mechanic

UE3:ParticleSystemComponent internal variables (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Internal variables[edit]

AccumLODDistanceCheckTime[edit]

Type: float

Modifiers: transient

LOD updating...

AccumTickTime[edit]

Type: float

Modifiers: transient

Used to accumulate total tick time to determine whether system can be skipped ticking if not visible.

bDeferredBeamUpdate[edit]

Type: bool

Set this to TRUE to have beam emitters defer their update until the data is being passed to the render thread.

bForcedInActive[edit]

Type: bool

Modifiers: transient

This is set when any of our "don't tick me" timeout values have fired

bIsActive[edit]

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[edit]

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[edit]

Type: bool

Modifiers: transient

If TRUE, the ViewRelevanceFlags are dirty and should be recached

bIsWarmingUp[edit]

Type: bool

Modifiers: transient

This is set when the particle system component is warming up

bJustAttached[edit]

Type: bool

Indicates that the component has not been ticked since being attached.

bLODUpdatePending[edit]

Type: bool

Modifiers: transient


bRecacheViewRelevance[edit]

Type: bool

Modifiers: transient

If TRUE, the VRF were updated and should be passed to the proxy.

bSkipSpawnCountCheck[edit]

Type: bool

Modifiers: transient

Check the spawn count and govern if needed

bSkipUpdateDynamicDataDuringTick[edit]

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[edit]

Type: bool

Modifiers: const


bUpdateComponentInTick[edit]

Type: bool

Set this to TRUE to have the PSysComponent update during the tick if 'dirty'.

bUpdateOnDedicatedServer[edit]

Type: bool

whether to update the particle system on dedicated servers

bWarmingUp[edit]

Type: bool


bWasCompleted[edit]

Type: bool

Modifiers: const


bWasDeactivated[edit]

Type: bool

Modifiers: const


CachedViewRelevanceFlags[edit]

Type: array<PrimitiveComponent.MaterialViewRelevance>

Modifiers: transient, const

The view relevance flags for each LODLevel.

CollisionEvents[edit]

Type: array<ParticleEventCollideData>

Modifiers: transient

The Collision events that occurred in this PSysComp.

DeathEvents[edit]

Type: array<ParticleEventDeathData>

Modifiers: transient

The Death events that occurred in this PSysComp.

EditorLODLevel[edit]

Type: int

INTERNAL. Used by the editor to set the LODLevel

EmitterDelay[edit]

Type: float

Modifiers: transient

This is created at start up and then added to each emitter

EmitterInstances[edit]

Type: array<pointer{struct FParticleEmitterInstance}>

Modifiers: native, transient, const


KismetEvents[edit]

Type: array<ParticleEventKismetData>

Modifiers: transient

The Kismet events that occurred for this PSysComp.

LightEnvironmentClass[edit]

Type: class<ParticleLightEnvironmentComponent>

Class of the light environment that will get created for lit particle systems.

Default value: Class'Engine.ParticleLightEnvironmentComponent'

LODLevel[edit]

Type: int


MaxTimeBeforeForceUpdateTransform[edit]

Type: float

Time between forced UpdateTransforms for systems that use dynamically calculated bounds, Which is effectively how often the bounds are shrunk.

Default value: 5.0

OldPosition[edit]

Type: Object.Vector


PartSysVelocity[edit]

Type: Object.Vector


ReleaseResourcesFence[edit]

Type: pointer{class FRenderCommandFence}

Modifiers: const, native, transient

Command fence used to shut down properly

ReplayClipIDNumber[edit]

Type: int

Modifiers: transient, const

Clip ID number we're either playing back or capturing to, depending on the value of ReplayState.

ReplayFrameIndex[edit]

Type: int

Modifiers: transient, const

The current replay frame for playback

ReplayState[edit]

Type: ParticleReplayState

Modifiers: transient, const

Current particle 'replay state'. This setting controls whether we're currently simulating/rendering particles normally, or whether we should capture or playback particle replay data instead.

SMComponents[edit]

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[edit]

Type: array<MaterialInterface>

Modifiers: private, transient, duplicatetransient, const


SpawnEvents[edit]

Type: array<ParticleEventSpawnData>

Modifiers: transient

The Spawn events that occurred in this PSysComp.

TimeSinceLastForceUpdateTransform[edit]

Type: float

Modifiers: private, transient

Tracks the time since the last forced UpdateTransform.

ViewMBInfoArray[edit]

Type: array<ViewParticleEmitterInstanceMotionBlurInfo>

Modifiers: const, native, transient

Emitter instance motion blur info stored per view

WarmupTime[edit]

Type: float