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Engine.ParticleModuleEventGenerator

Extends
ParticleModuleEventBase
Modifiers
native ( Particle ) editinlinenew hidecategories ( Object )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.ParticleModule
   |   
   +-- Engine.ParticleModuleEventBase
      |   
      +-- Engine.ParticleModuleEventGenerator

Variables Summary
Events
array<ParticleEvent_GenerateInfo>Events
Inherited Variables from Engine.ParticleModule
b3DDrawMode, bCurvesAsColor, bEditable, bEnabled, bFinalUpdateModule, bRequiresLoopingNotification, bSpawnModule, bSupported3DDrawMode, bSupportsRandomSeed, bUpdateModule, LODDuplicate, LODValidity, ModuleEditorColor

Enumerations Summary
Inherited Enumerations from Engine.ParticleModule
EModuleType, EParticleSourceSelectionMethod

Structures Summary
ParticleEvent_GenerateInfo
Type, Frequency, LowFreq, ParticleFrequency, FirstTimeOnly, LastTimeOnly, UseReflectedImpactVector, CustomName, ParticleModuleEventsToSendToGame
Inherited Structures from Engine.ParticleModule
ParticleCurvePair, ParticleRandomSeedInfo


Variables Detail

Events

Events Source code

var(Events) export noclear array<ParticleEvent_GenerateInfo> Events;


Structures Detail

ParticleEvent_GenerateInfo Source code

struct ParticleEvent_GenerateInfo
{
var(ParticleModuleEventGenerator) name CustomName;
var(ParticleModuleEventGenerator) bool FirstTimeOnly;
var(ParticleModuleEventGenerator) int Frequency;
var(ParticleModuleEventGenerator) bool LastTimeOnly;
var(ParticleModuleEventGenerator) int LowFreq;
var(ParticleModuleEventGenerator) int ParticleFrequency;
var(ParticleModuleEventGenerator) editinline array<ParticleModuleEventSendToGame> ParticleModuleEventsToSendToGame;
var(ParticleModuleEventGenerator) EParticleEventType Type;
var(ParticleModuleEventGenerator) bool UseReflectedImpactVector;
};

CustomName:
Should the event tag with a custom name? Leave blank for the default.
FirstTimeOnly:
Only fire the first time (collision only).
Frequency:
How often to trigger the event (<= 1 means EVERY time).
LastTimeOnly:
Only fire the last time (collision only).
LowFreq:
Frequency range? (-1 indicates no - else [LowFreq..Frequency].
ParticleFrequency:
How often to trigger the event per particle (<= 1 means EVERY time) (collision only).
ParticleModuleEventsToSendToGame:
The events we want to fire off when this event has been generated
Type:
The type of event.
UseReflectedImpactVector:
Use the impact vector not the hit normal (collision only).


Defaultproperties

defaultproperties
{
	bSpawnModule=true
	bUpdateModule=true
}

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Creation time: ti 22-3-2011 19:56:54.162 - Created with UnCodeX