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UE3:UTEmitterPool (UDK)

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UDK Object >> Actor >> EmitterPool >> UTEmitterPool
Package: 
UTGame
This class in other games:
UT3


Properties[edit]

RelativeExplosionLights[edit]

Type: array<AttachedExplosionLight>


Default values[edit]

Property Value
IdealMaterialInstanceConstants 200
IdealStaticMeshComponents 200
MaxActiveEffects 200
SMC_MIC_ReductionTime 2.0

Subobjects[edit]

ParticleSystemComponent0[edit]

Class: Engine.ParticleSystemComponent

Inherits from: EmitterPool.ParticleSystemComponent0

Property Value
bOverrideLODMethod True
LODMethod PARTICLESYSTEMLODMETHOD_DirectSet
ReplacementPrimitive None

Structs[edit]

AttachedExplosionLight[edit]

Modifiers: native

info about attached explosion lights

UTExplosionLight Light 
Actor Base 
Object.Vector RelativeLocation 

Instance functions[edit]

OnExplosionLightFinished[edit]

function OnExplosionLightFinished (UTExplosionLight Light)

hooked up to UTExplosionLight's OnLightFinished delegate to clean it up

SpawnEmitter[edit]

function ParticleSystemComponent SpawnEmitter (ParticleSystem EmitterTemplate, Object.Vector SpawnLocation, optional Object.Rotator SpawnRotation, optional Actor AttachToActor)

Overrides: EmitterPool.SpawnEmitter

(Description copied from EmitterPool.SpawnEmitter)
plays the specified effect at the given location and rotation, taking a component from the pool or creating as necessary

Parameters:

  • EmitterTemplate - particle system to create
  • SpawnLocation - location to place the effect in world space
  • SpawnRotation - opt) - rotation to place the effect in world space
  • AttachToActor - opt) - if specified, component will move along with this Actor

Returns:

the ParticleSystemComponent the effect will use

Note: the component is returned so the caller can perform any additional modifications (parameters, etc), but it shouldn't keep the reference around as the component will be returned to the pool as soon as the effect is complete

SpawnExplosionLight[edit]

function UTExplosionLight SpawnExplosionLight (class<UTExplosionLightLightClass, Object.Vector SpawnLocation, optional Actor AttachToActor)

creates an explosion light (currently not pooled)