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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.ParticleModule | +-- Engine.ParticleModuleEventBase | +-- Engine.ParticleModuleEventGenerator
Variables Summary | |
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Events | |
array<ParticleEvent_GenerateInfo> | Events |
Enumerations Summary |
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Inherited Enumerations from Engine.ParticleModule |
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EModuleType, EParticleSourceSelectionMethod |
Structures Summary | ||
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ParticleEvent_GenerateInfo Type, Frequency, LowFreq, ParticleFrequency, FirstTimeOnly, LastTimeOnly, UseReflectedImpactVector, CustomName, ParticleModuleEventsToSendToGame |
Inherited Structures from Engine.ParticleModule |
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ParticleCurvePair, ParticleRandomSeedInfo |
Variables Detail |
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Structures Detail |
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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 generatedType:The type of event.UseReflectedImpactVector:Use the impact vector not the hit normal (collision only).
Defaultproperties |
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defaultproperties { bSpawnModule=true bUpdateModule=true } |
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