I'm a doctor, not a mechanic
UE3:UTEmitterPool (UDK)
Object >> Actor >> EmitterPool >> UTEmitterPool |
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Properties
RelativeExplosionLights
Type: array<AttachedExplosionLight>
Default values
Property | Value |
---|---|
IdealMaterialInstanceConstants | 200 |
IdealStaticMeshComponents | 200 |
MaxActiveEffects | 200 |
SMC_MIC_ReductionTime | 2.0 |
Subobjects
ParticleSystemComponent0
Class: Engine.ParticleSystemComponent
Inherits from: EmitterPool.ParticleSystemComponent0
Property | Value |
---|---|
bOverrideLODMethod | True |
LODMethod | PARTICLESYSTEMLODMETHOD_DirectSet |
ReplacementPrimitive | None |
Structs
AttachedExplosionLight
Modifiers: native
info about attached explosion lights
- UTExplosionLight Light
- Actor Base
- Object.Vector RelativeLocation
Instance functions
OnExplosionLightFinished
hooked up to UTExplosionLight's OnLightFinished delegate to clean it up
SpawnEmitter
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
creates an explosion light (currently not pooled)