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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleLocation extends ParticleModuleLocationBase native(Particle) editinlinenew hidecategories(Object); /** * The location the particle should be emitted, relative to the emitter. * Retrieved using the EmitterTime at the spawn of the particle. */ var(Location) rawdistributionvector StartLocation; cpptext { virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime); /** * Extended version of spawn, allows for using a random stream for distribution value retrieval * * @param Owner The particle emitter instance that is spawning * @param Offset The offset to the modules payload data * @param SpawnTime The time of the spawn * @param InRandomStream The random stream to use for retrieving random values */ void SpawnEx(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime, class FRandomStream* InRandomStream); virtual void Render3DPreview(FParticleEmitterInstance* Owner, const FSceneView* View,FPrimitiveDrawInterface* PDI); } defaultproperties { bSpawnModule=true Begin Object Class=DistributionVectorUniform Name=DistributionStartLocation End Object StartLocation=(Distribution=DistributionStartLocation) bSupported3DDrawMode=true } |
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