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UE3:ParticleSystemComponent internal variables (UDK)

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Internal variables

AccumLODDistanceCheckTime

Type: float

Modifiers: transient

LOD updating...

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.

bLODUpdatePending

Type: bool

Modifiers: transient


bRecacheViewRelevance

Type: bool

Modifiers: transient

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

bSkipSpawnCountCheck

Type: bool

Modifiers: transient

Check the spawn count and govern if needed

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.

CollisionEvents

Type: array<ParticleEventCollideData>

Modifiers: transient

The Collision events that occurred in this PSysComp.

DeathEvents

Type: array<ParticleEventDeathData>

Modifiers: transient

The Death events that occurred in this PSysComp.

EditorLODLevel

Type: int

INTERNAL. Used by the editor to set the LODLevel

EmitterDelay

Type: float

Modifiers: transient

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

EmitterInstances

Type: array<pointer{struct FParticleEmitterInstance}>

Modifiers: native, transient, const


KismetEvents

Type: array<ParticleEventKismetData>

Modifiers: transient

The Kismet events that occurred for this PSysComp.

LightEnvironmentClass

Type: class<ParticleLightEnvironmentComponent>

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

Default value: Class'Engine.ParticleLightEnvironmentComponent'

LODLevel

Type: int


MaxTimeBeforeForceUpdateTransform

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

Type: Object.Vector


PartSysVelocity

Type: Object.Vector


ReleaseResourcesFence

Type: pointer{class FRenderCommandFence}

Modifiers: const, native, transient

Command fence used to shut down properly

ReplayClipIDNumber

Type: int

Modifiers: transient, const

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

ReplayFrameIndex

Type: int

Modifiers: transient, const

The current replay frame for playback

ReplayState

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

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


SpawnEvents

Type: array<ParticleEventSpawnData>

Modifiers: transient

The Spawn events that occurred in this PSysComp.

TimeSinceLastForceUpdateTransform

Type: float

Modifiers: private, transient

Tracks the time since the last forced UpdateTransform.

ViewMBInfoArray

Type: array<ViewParticleEmitterInstanceMotionBlurInfo>

Modifiers: const, native, transient

Emitter instance motion blur info stored per view

WarmupTime

Type: float