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UE3:ParticleSystemComponent internal variables (UDK)
Object >> Component >> ActorComponent >> PrimitiveComponent >> ParticleSystemComponent (internal variables) |
Contents
- 1 Internal variables
- 1.1 AccumLODDistanceCheckTime
- 1.2 AccumTickTime
- 1.3 bDeferredBeamUpdate
- 1.4 bForcedInActive
- 1.5 bIsActive
- 1.6 bIsCachedInPool
- 1.7 bIsViewRelevanceDirty
- 1.8 bIsWarmingUp
- 1.9 bJustAttached
- 1.10 bLODUpdatePending
- 1.11 bRecacheViewRelevance
- 1.12 bSkipSpawnCountCheck
- 1.13 bSkipUpdateDynamicDataDuringTick
- 1.14 bSuppressSpawning
- 1.15 bUpdateComponentInTick
- 1.16 bUpdateOnDedicatedServer
- 1.17 bWarmingUp
- 1.18 bWasCompleted
- 1.19 bWasDeactivated
- 1.20 CachedViewRelevanceFlags
- 1.21 CollisionEvents
- 1.22 DeathEvents
- 1.23 EditorLODLevel
- 1.24 EmitterDelay
- 1.25 EmitterInstances
- 1.26 KismetEvents
- 1.27 LightEnvironmentClass
- 1.28 LODLevel
- 1.29 MaxTimeBeforeForceUpdateTransform
- 1.30 OldPosition
- 1.31 PartSysVelocity
- 1.32 ReleaseResourcesFence
- 1.33 ReplayClipIDNumber
- 1.34 ReplayFrameIndex
- 1.35 ReplayState
- 1.36 SMComponents
- 1.37 SMMaterialInterfaces
- 1.38 SpawnEvents
- 1.39 TimeSinceLastForceUpdateTransform
- 1.40 ViewMBInfoArray
- 1.41 WarmupTime
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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