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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.ParticleSystem
Constants Summary |
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Inherited Contants from Core.Object |
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AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary | ||
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EParticleSystemOcclusionBoundsMethod EPSOBM_None, EPSOBM_ParticleBounds, EPSOBM_CustomBounds | ||
EParticleSystemUpdateMode EPSUM_RealTime, EPSUM_FixedTime | ||
ParticleSystemLODMethod PARTICLESYSTEMLODMETHOD_Automatic, PARTICLESYSTEMLODMETHOD_DirectSet, PARTICLESYSTEMLODMETHOD_ActivateAutomatic |
Inherited Enumerations from Core.Object |
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AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary | ||
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LODSoloTrack SoloEnableSetting | ||
ParticleSystemLOD bLit |
Functions Summary | ||
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![]() | ParticleSystemLODMethod | GetCurrentLODMethod () |
![]() | float | GetLODDistance (int LODLevelIndex) |
![]() | int | GetLODLevelCount () |
![]() | SetCurrentLODMethod (ParticleSystemLODMethod InMethod) | |
![]() | bool | SetLODDistance (int LODLevelIndex, float InDistance) |
Variables Detail |
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The background color to display in Cascade
Set during load time to indicate that physics is used...
Deprecated, ParticleSystemLOD::bLit is used instead.
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.
EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset
Used for curve editor to remember curve-editing setup.
LOD setting for intepolation (set by Cascade) Range [0..100]
Emitters - internal - the array of emitters in the system
The component used to preview the particle system in Cascade
The angle to use when rendering the thumbnail image
The distance to place the system when rendering the thumbnail image
Internal: The PSys thumbnail image
Internal: Indicates the PSys thumbnail image is out of date
UpdateTime_Delta - internal
Whether to use the fixed relative bounding box or calculate it every frame.
Fixed relative bounding box for particle system.
If TRUE, select the emitter delay from the range [DelayLow..Delay]
How long this Particle system should delay when ActivateSystem is called on it.
The low end of the emitter delay if using a range.
How often (in seconds) the system should perform the LOD distance check.
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.
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.
Local space position that UVs generated with the ParticleMacroUV material node will be centered on.
World space radius that UVs generated with the ParticleMacroUV material node will tile based on.
For mobile only, whether to use point sprite rendering to speed up particle rendering
The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds
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.
If true, the system's Z axis will be oriented toward the camera
When TRUE, do NOT perform the spawning limiter check. Intended for effects used in pre-rendered cinematics.
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.
FixedTime - update via a fixed time step
UpdateTime_FPS - the frame per second to update at in FixedTime mode
WarmupTime - the time to warm-up the particle system when first rendered
Inidicates the old 'real-time' thumbnail rendering should be used
The time to warm-up the system for the thumbnail image
Enumerations Detail |
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EPSOBM_None, EPSOBM_ParticleBounds, EPSOBM_CustomBounds};
Occlusion method enumeration
ParticleSystemUpdateMode Enumeration indicating the method by which the system should be updated
PARTICLESYSTEMLODMETHOD_Automatic, PARTICLESYSTEMLODMETHOD_DirectSet, PARTICLESYSTEMLODMETHOD_ActivateAutomatic};
ParticleSystemLODMethod
Structures Detail |
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Temporary array for tracking 'solo' emitter mode. Entry will be true if emitter was enabled
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 |
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Return the currently set LOD method
Return the distance for the given LOD level
Return the number of LOD levels for this particle system
Set the LOD method
Set the distance for the given LOD index
Defaultproperties |
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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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