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UE3:UTEmitter (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UTGame
- Direct subclasses:
- UTEmit_HitEffect, UTEmit_OrbLinkEffect, UTReplicatedEmitter, UTEmit_PendingHeroEffectBlue, UTEmit_PendingHeroEffectRed
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Default values[edit]
Property | Value |
---|---|
bDestroyOnSystemFinish | True |
bNoDelete | False |
CollisionType | COLLIDE_CustomDefault |
Components[0] | ParticleSystemComponent'ParticleSystemComponent0' |
LifeSpan | 7.0 |
Subobjects[edit]
ParticleSystemComponent0[edit]
Class: Engine.ParticleSystemComponent
Inherits from: Emitter.ParticleSystemComponent0
Property | Value |
---|---|
bOverrideLODMethod | True |
LODMethod | PARTICLESYSTEMLODMETHOD_DirectSet |
SecondsBeforeInactive | 0.0 |
Structs[edit]
DistanceBasedParticleTemplate[edit]
Modifiers: native
this is used for a few special cases where we wanted a completely new particle system at certain distances instead of just turning off an emitter or two inside a single one
- ParticleSystem Template
- the template to use
- float MinDistance
- the minimum distance all local players must be from the spawn location for this template to be used
Functions[edit]
Static functions[edit]
GetTemplateForDistance[edit]
static final function ParticleSystem GetTemplateForDistance (const out array<DistanceBasedParticleTemplate> TemplateList, Object.Vector SpawnLocation, WorldInfo WI)
utility function to select the best template from the passed in list the list is assumed to be in order from greatest distance to shortest distance
Events[edit]
SetTemplate[edit]
simulated event SetTemplate (ParticleSystem NewTemplate, optional bool bDestroyOnFinish)
Overrides: Emitter.SetTemplate
Other instance functions[edit]
SetLightEnvironment[edit]
function SetLightEnvironment (LightEnvironmentComponent Light)