UE3:ParticleSystem (UDK)
Object >> ParticleSystem |
- Package:
- Engine
- This class in other games:
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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 |
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Min |
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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
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
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
Return the currently set LOD method
GetLODDistance
Return the distance for the given LOD level
GetLODLevelCount
Return the number of LOD levels for this particle system
SetCurrentLODMethod
Set the LOD method
SetLODDistance
Set the distance for the given LOD index