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Engine.ParticleSystem

Extends
Object
Modifiers
native ( Particle ) hidecategories ( Object )

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

Core.Object
|   
+-- Engine.ParticleSystem

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
colorBackgroundColor
boolbHasPhysics
boolbLit
boolbRegenerateLODDuplicate
boolbShouldResetPeakCounts
InterpCurveEdSetupCurveEdSetup
intEditorLODSetting
array<ParticleEmitter>Emitters
stringFloorMesh
vectorFloorPosition
rotatorFloorRotation
floatFloorScale
vectorFloorScale3D
ParticleSystemComponentPreviewComponent
array<LODSoloTrack>SoloTracking
rotatorThumbnailAngle
floatThumbnailDistance
Texture2DThumbnailImage
boolThumbnailImageOutOfDate
floatUpdateTime_Delta
Bounds
boolbUseFixedRelativeBoundingBox
boxFixedRelativeBoundingBox
Delay
boolbUseDelayRange
floatDelay
floatDelayLow
LOD
floatLODDistanceCheckTime
array<float>LODDistances
ParticleSystemLODMethodLODMethod
array<ParticleSystemLOD>LODSettings
MacroUV
vectorMacroUVPosition
floatMacroUVRadius
Mobile
boolbUseMobilePointSprites
Occlusion
BoxCustomOcclusionBounds
EParticleSystemOcclusionBoundsMethodOcclusionBoundsMethod
ParticleSystem
boolbOrientZAxisTowardCamera
boolbSkipSpawnCountCheck
floatSecondsBeforeInactive
EParticleSystemUpdateModeSystemUpdateMode
floatUpdateTime_FPS
floatWarmupTime
Thumbnail
boolbUseRealtimeThumbnail
floatThumbnailWarmup
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
EParticleSystemOcclusionBoundsMethod
EPSOBM_None, EPSOBM_ParticleBounds, EPSOBM_CustomBounds
EParticleSystemUpdateMode
EPSUM_RealTime, EPSUM_FixedTime
ParticleSystemLODMethod
PARTICLESYSTEMLODMETHOD_Automatic, PARTICLESYSTEMLODMETHOD_DirectSet, PARTICLESYSTEMLODMETHOD_ActivateAutomatic
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
LODSoloTrack
SoloEnableSetting
ParticleSystemLOD
bLit
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionParticleSystemLODMethod GetCurrentLODMethod ()
functionfloat GetLODDistance (int LODLevelIndex)
functionint GetLODLevelCount ()
function SetCurrentLODMethod (ParticleSystemLODMethod InMethod)
functionbool SetLODDistance (int LODLevelIndex, float InDistance)
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

BackgroundColor Source code

var editoronly color BackgroundColor;
The background color to display in Cascade

bHasPhysics Source code

var transient bool bHasPhysics;
Set during load time to indicate that physics is used...

bLit Source code

var deprecated const bool bLit;
Deprecated, ParticleSystemLOD::bLit is used instead.

bRegenerateLODDuplicate Source code

var bool bRegenerateLODDuplicate;
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 Source code

var bool bShouldResetPeakCounts;
EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset

CurveEdSetup Source code

var export InterpCurveEdSetup CurveEdSetup;
Used for curve editor to remember curve-editing setup.

EditorLODSetting Source code

var int EditorLODSetting;
LOD setting for intepolation (set by Cascade) Range [0..100]

Emitters Source code

var editinline export array<ParticleEmitter> Emitters;
Emitters - internal - the array of emitters in the system

FloorMesh Source code

var editoronly string FloorMesh;

FloorPosition Source code

var editoronly vector FloorPosition;

FloorRotation Source code

var editoronly rotator FloorRotation;

FloorScale Source code

var editoronly float FloorScale;

FloorScale3D Source code

var editoronly vector FloorScale3D;

PreviewComponent Source code

var transient ParticleSystemComponent PreviewComponent;
The component used to preview the particle system in Cascade

SoloTracking Source code

var transient array<LODSoloTrack> SoloTracking;

ThumbnailAngle Source code

var rotator ThumbnailAngle;
The angle to use when rendering the thumbnail image

ThumbnailDistance Source code

var float ThumbnailDistance;
The distance to place the system when rendering the thumbnail image

ThumbnailImage Source code

var editoronly Texture2D ThumbnailImage;
Internal: The PSys thumbnail image

ThumbnailImageOutOfDate Source code

var bool ThumbnailImageOutOfDate;
Internal: Indicates the PSys thumbnail image is out of date

UpdateTime_Delta Source code

var float UpdateTime_Delta;
UpdateTime_Delta - internal

Bounds

bUseFixedRelativeBoundingBox Source code

var(Bounds) bool bUseFixedRelativeBoundingBox;
Whether to use the fixed relative bounding box or calculate it every frame.

FixedRelativeBoundingBox Source code

var(Bounds) box FixedRelativeBoundingBox;
Fixed relative bounding box for particle system.

Delay

bUseDelayRange Source code

var(Delay) bool bUseDelayRange;
If TRUE, select the emitter delay from the range [DelayLow..Delay]

Delay Source code

var(Delay) float Delay;
How long this Particle system should delay when ActivateSystem is called on it.

DelayLow Source code

var(Delay) float DelayLow;
The low end of the emitter delay if using a range.

LOD

LODDistanceCheckTime Source code

var(LOD) float LODDistanceCheckTime;
How often (in seconds) the system should perform the LOD distance check.

LODDistances Source code

var(LOD) editfixedsize array<float> LODDistances;
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 Source code

var(LOD) ParticleSystemLODMethod LODMethod;
The method of LOD level determination to utilize for this particle system 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.

LODSettings Source code

var(LOD) array<ParticleSystemLOD> LODSettings;

MacroUV

MacroUVPosition Source code

var(MacroUV) vector MacroUVPosition;
Local space position that UVs generated with the ParticleMacroUV material node will be centered on.

MacroUVRadius Source code

var(MacroUV) float MacroUVRadius;
World space radius that UVs generated with the ParticleMacroUV material node will tile based on.

Mobile

bUseMobilePointSprites Source code

var(Mobile) bool bUseMobilePointSprites;
For mobile only, whether to use point sprite rendering to speed up particle rendering

Occlusion

CustomOcclusionBounds Source code

var(Occlusion) Box CustomOcclusionBounds;
The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds

OcclusionBoundsMethod Source code

var(Occlusion) EParticleSystemOcclusionBoundsMethod OcclusionBoundsMethod;
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.

ParticleSystem

bOrientZAxisTowardCamera Source code

var(ParticleSystem) bool bOrientZAxisTowardCamera;
If true, the system's Z axis will be oriented toward the camera

bSkipSpawnCountCheck Source code

var(ParticleSystem) bool bSkipSpawnCountCheck;
When TRUE, do NOT perform the spawning limiter check. Intended for effects used in pre-rendered cinematics.

SecondsBeforeInactive Source code

var(ParticleSystem) float SecondsBeforeInactive;
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.

SystemUpdateMode Source code

var(ParticleSystem) EParticleSystemUpdateMode SystemUpdateMode;
FixedTime - update via a fixed time step

UpdateTime_FPS Source code

var(ParticleSystem) float UpdateTime_FPS;
UpdateTime_FPS - the frame per second to update at in FixedTime mode

WarmupTime Source code

var(ParticleSystem) float WarmupTime;
WarmupTime - the time to warm-up the particle system when first rendered

Thumbnail

bUseRealtimeThumbnail Source code

var(Thumbnail) bool bUseRealtimeThumbnail;
Inidicates the old 'real-time' thumbnail rendering should be used

ThumbnailWarmup Source code

var(Thumbnail) float ThumbnailWarmup;
The time to warm-up the system for the thumbnail image


Enumerations Detail

EParticleSystemOcclusionBoundsMethod Source code

enum EParticleSystemOcclusionBoundsMethod
{
EPSOBM_None, EPSOBM_ParticleBounds, EPSOBM_CustomBounds
};
Occlusion method enumeration

EParticleSystemUpdateMode Source code

enum EParticleSystemUpdateMode
{
EPSUM_RealTime, EPSUM_FixedTime
};
ParticleSystemUpdateMode Enumeration indicating the method by which the system should be updated

ParticleSystemLODMethod Source code

enum ParticleSystemLODMethod
{
PARTICLESYSTEMLODMETHOD_Automatic, PARTICLESYSTEMLODMETHOD_DirectSet, PARTICLESYSTEMLODMETHOD_ActivateAutomatic
};
ParticleSystemLODMethod


Structures Detail

LODSoloTrack Source code

struct LODSoloTrack
{
var transient array<byte> SoloEnableSetting;
};
Temporary array for tracking 'solo' emitter mode. Entry will be true if emitter was enabled

ParticleSystemLOD Source code

struct ParticleSystemLOD
{
var(ParticleSystem) bool bLit;
};
Structure containing per-LOD settings that pertain to the entire UParticleSystem.
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.


Functions Detail

GetCurrentLODMethod Source code

native function ParticleSystemLODMethod GetCurrentLODMethod ( )
Return the currently set LOD method

GetLODDistance Source code

native function float GetLODDistance ( int LODLevelIndex )
Return the distance for the given LOD level

GetLODLevelCount Source code

native function int GetLODLevelCount ( )
Return the number of LOD levels for this particle system

SetCurrentLODMethod Source code

native function SetCurrentLODMethod ( ParticleSystemLODMethod InMethod )
Set the LOD method

SetLODDistance Source code

native function bool SetLODDistance ( int LODLevelIndex, float InDistance )
Set the distance for the given LOD index


Defaultproperties

defaultproperties
{
	

	ThumbnailDistance=200.0
	ThumbnailWarmup=1.0

	UpdateTime_FPS=60.0
	UpdateTime_Delta=1.0/60.0
	WarmupTime=0.0

	bLit=true

	EditorLODSetting=0
	FixedRelativeBoundingBox=(Min=(X=-1,Y=-1,Z=-1),Max=(X=1,Y=1,Z=1))

	LODMethod=PARTICLESYSTEMLODMETHOD_Automatic
	LODDistanceCheckTime=0.25

	bRegenerateLODDuplicate=false
	ThumbnailImageOutOfDate=true

	FloorMesh="EditorMeshes.AnimTreeEd_PreviewFloor"
	FloorPosition=(X=0.000000,Y=0.000000,Z=0.000000)
	FloorRotation=(Pitch=0,Yaw=0,Roll=0)
	FloorScale=1.000000
	FloorScale3D=(X=1.000000,Y=1.000000,Z=1.000000)

	MacroUVPosition=(X=0.000000,Y=0.000000,Z=0.000000)
	MacroUVRadius=200 
}

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Creation time: ti 22-3-2011 19:56:54.662 - Created with UnCodeX