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UE3:ParticleSystem (UDK)

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UDK Object >> ParticleSystem
Package: 
Engine
This class in other games:
UT3


Properties

Property group 'Bounds'

bUseFixedRelativeBoundingBox

Type: bool

Whether to use the fixed relative bounding box or calculate it every frame.

FixedRelativeBoundingBox

Type: Object.Box

Fixed relative bounding box for particle system.

Default value:

Member Value
IsValid 0
Max
Member Value
X 1.0
Y 1.0
Z 1.0
Min
Member Value
X -1.0
Y -1.0
Z -1.0

Property group 'Delay'

bUseDelayRange

Type: bool

If TRUE, select the emitter delay from the range [DelayLow..Delay]

Delay

Type: float

How long this Particle system should delay when ActivateSystem is called on it.

DelayLow

Type: float

The low end of the emitter delay if using a range.

Property group 'LOD'

LODDistanceCheckTime

Type: float

How often (in seconds) the system should perform the LOD distance check.

Default value: 0.25

LODDistances

Type: array<float>

Modifiers: editfixedsize

The array of distances for each LOD level in the system. Used when LODMethod is set to PARTICLESYSTEMLODMETHOD_Automatic.

Example: System with 3 LOD levels LODDistances(0) = 0.0 LODDistances(1) = 2500.0 LODDistances(2) = 5000.0

In this case, when the system is [ 0.0 .. 2499.9] from the camera, LOD level 0 will be used. [2500.0 .. 4999.9] from the camera, LOD level 1 will be used. [5000.0 .. INFINITY] from the camera, LOD level 2 will be used.

LODMethod

Type: ParticleSystemLODMethod

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

LODSettings

Type: array<ParticleSystemLOD>


Property group 'MacroUV'

MacroUVPosition

Type: Object.Vector

Local space position that UVs generated with the ParticleMacroUV material node will be centered on.

MacroUVRadius

Type: float

World space radius that UVs generated with the ParticleMacroUV material node will tile based on.

Default value: 200.0

Property group 'Occlusion'

CustomOcclusionBounds

Type: Object.Box

The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds

OcclusionBoundsMethod

Type: EParticleSystemOcclusionBoundsMethod

Which occlusion bounds method to use for this particle system. EPSOBM_None - Don't determine occlusion for this system. EPSOBM_ParticleBounds - Use the bounds of the component when determining occlusion.

Property group 'ParticleSystem'

bOrientZAxisTowardCamera

Type: bool

If true, the system's Z axis will be oriented toward the camera

bSkipSpawnCountCheck

Type: bool

When TRUE, do NOT perform the spawning limiter check. Intended for effects used in pre-rendered cinematics.

SecondsBeforeInactive

Type: float

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

SystemUpdateMode

Type: EParticleSystemUpdateMode


UpdateTime_FPS

Type: float

UpdateTime_FPS - the frame per second to update at in FixedTime mode

Default value: 60.0

WarmupTime

Type: float

WarmupTime - the time to warm-up the particle system when first rendered

Property group 'Thumbnail'

bUseRealtimeThumbnail

Type: bool

Inidicates the old 'real-time' thumbnail rendering should be used

ThumbnailWarmup

Type: float

The time to warm-up the system for the thumbnail image

Default value: 1.0

Internal variables

bHasPhysics

Type: bool

Modifiers: transient

Set during load time to indicate that physics is used...

bLit

Type: bool

Modifiers: deprecated, const

Deprecated, ParticleSystemLOD::bLit is used instead.

Default value: True

bRegenerateLODDuplicate

Type: bool

Internal value that tracks the regenerate LOD levels preference. If TRUE, when autoregenerating LOD levels in code, the low level will be a duplicate of the high.

bShouldResetPeakCounts

Type: bool

EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset

CurveEdSetup

Type: InterpCurveEdSetup

Modifiers: export

Used for curve editor to remember curve-editing setup.

EditorLODSetting

Type: int

LOD setting for intepolation (set by Cascade) Range [0..100]

Emitters

Type: array<ParticleEmitter>

Modifiers: editinline, export

Emitters - internal - the array of emitters in the system

FloorMesh

Type: string


Default value: "EditorMeshes.AnimTreeEd_PreviewFloor"

FloorPosition

Type: Object.Vector


FloorRotation

Type: Object.Rotator


FloorScale

Type: float


Default value: 1.0

FloorScale3D

Type: Object.Vector


Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

PreviewComponent

Type: ParticleSystemComponent

Modifiers: transient

The component used to preview the particle system in Cascade

SoloTracking

Type: array<LODSoloTrack>

Modifiers: transient


ThumbnailAngle

Type: Object.Rotator

The angle to use when rendering the thumbnail image

ThumbnailDistance

Type: float

The distance to place the system when rendering the thumbnail image

Default value: 200.0

ThumbnailImage

Type: Texture2D

Modifiers: editoronly

Internal: The PSys thumbnail image

ThumbnailImageOutOfDate

Type: bool

Internal: Indicates the PSys thumbnail image is out of date

Default value: True

UpdateTime_Delta

Type: float

UpdateTime_Delta - internal

Default value: 1.0

Enums

EParticleSystemOcclusionBoundsMethod

Occlusion method enumeration

EPSOBM_None 
Don't determine occlusion on this particle system
EPSOBM_ParticleBounds 
Use the bounds of the particle system component when determining occlusion
EPSOBM_CustomBounds 
Use the custom occlusion bounds when determining occlusion

EParticleSystemUpdateMode

ParticleSystemUpdateMode Enumeration indicating the method by which the system should be updated

EPSUM_RealTime 
RealTime - update via the delta time passed in
EPSUM_FixedTime 
FixedTime - update via a fixed time step

ParticleSystemLODMethod

ParticleSystemLODMethod Enumeration indicating the method by which the system should perform LOD determination

 PARTICLESYSTEMLODMETHOD_Automatic
    Automatically set the LOD level, checking every LODDistanceCheckTime seconds.
  PARTICLESYSTEMLODMETHOD_DirectSet
    LOD level is directly set by the game code.
  PARTICLESYSTEMLODMETHOD_ActivateAutomatic
    LOD level is determined at Activation time, then left alone unless directly set by game code.
PARTICLESYSTEMLODMETHOD_Automatic 
Automatically set the LOD level
PARTICLESYSTEMLODMETHOD_DirectSet 
LOD level is directly set by the game
PARTICLESYSTEMLODMETHOD_ActivateAutomatic 
LOD level is determined at Activation time, and then left alone unless directly set

Structs

LODSoloTrack

Modifiers: native

Temporary array for tracking 'solo' emitter mode. Entry will be true if emitter was enabled

array<byte> SoloEnableSetting 

ParticleSystemLOD

Modifiers: native

Structure containing per-LOD settings that pertain to the entire UParticleSystem.

bool bLit 
Boolean to indicate whether the particle system accepts lights or not.

This must not be changed in-game, it can only be changed safely in the editor through Cascade.

Native functions

GetCurrentLODMethod

native function ParticleSystemLODMethod GetCurrentLODMethod ()

Return the currently set LOD method

GetLODDistance

native function float GetLODDistance (int LODLevelIndex)

Return the distance for the given LOD level

GetLODLevelCount

native function int GetLODLevelCount ()

Return the number of LOD levels for this particle system

SetCurrentLODMethod

native function SetCurrentLODMethod (ParticleSystemLODMethod InMethod)

Set the LOD method

SetLODDistance

native function bool SetLODDistance (int LODLevelIndex, float InDistance)

Set the distance for the given LOD index