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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleRequired extends ParticleModule native(Particle) editinlinenew dontcollapsecategories hidecategories(Object,Cascade); //============================================================================= // General //============================================================================= /** The material to utilize for the emitter at this LOD level. */ var(Emitter) MaterialInterface Material; /** The screen alignment to utilize for the emitter at this LOD level. */ var(Emitter) EParticleScreenAlignment ScreenAlignment; /** If TRUE, update the emitter in local space */ var(Emitter) bool bUseLocalSpace; /** If TRUE, kill the emitter when the particle system is deactivated */ var(Emitter) bool bKillOnDeactivate; /** If TRUE, kill the emitter when it completes */ var(Emitter) bool bKillOnCompleted; /** Whether this emitter requires sorting as specified by artist. */ var(Emitter) bool bRequiresSorting; /** How long, in seconds, the emitter will run before looping. * If set to 0, the emitter will never loop. */ var(Emitter) float EmitterDuration; var(Emitter) float EmitterDurationLow; var(Emitter) bool bEmitterDurationUseRange; var(Emitter) bool bDurationRecalcEachLoop; /** The number of times to loop the emitter. * 0 indicates loop continuously */ var(Emitter) int EmitterLoops; /** * The maximum number of particles to DRAW for this emitter. * If set to 0, it will use whatever number are present. */ var(Emitter) bool bUseMaxDrawCount; var(Emitter) int MaxDrawCount; //============================================================================= // Spawn-related //============================================================================= /** The rate at which to spawn particles */ var(Spawn) rawdistributionfloat SpawnRate; //============================================================================= // Burst-related //============================================================================= /** The method to utilize when burst-emitting particles */ var(Burst) EParticleBurstMethod ParticleBurstMethod; /** The array of burst entries. */ var(Burst) export noclear array<ParticleBurst> BurstList; //============================================================================= // Delay-related //============================================================================= /** * EmitterDelay * This variable indicates the time (in seconds) that this emitter should be * delayed in the particle system. */ var(Delay) float EmitterDelay; var(Delay) bool bDelayFirstLoopOnly; //============================================================================= // SubUV-related //============================================================================= /** The interpolation method to used for the SubUV image selection */ var(SubUV) EParticleSubUVInterpMethod InterpolationMethod; /** The number of sub-images horizontally in the texture */ var(SubUV) int SubImages_Horizontal; /** The number of sub-images vertically in the texture */ var(SubUV) int SubImages_Vertical; /** Whether to scale the UV or not - ie, the model wasn't set with sub uvs */ var(SubUV) bool bScaleUV; /** * The amount of time (particle-relative, 0.0 to 1.0) to 'lock' on a random sub image * 0.0 = change every frame * 1.0 = select a random image at spawn and hold for the life of the particle */ var float RandomImageTime; /** The number of times to change a random image over the life of the particle. */ var(SubUV) int RandomImageChanges; /** SUB-UV RELATIVE INTERNAL MEMBERS */ var bool bDirectUV; //============================================================================= // Cascade-related //============================================================================= var(Cascade) EEmitterRenderMode EmitterRenderMode; var(Cascade) color EmitterEditorColor; //============================================================================= // C++ //============================================================================= // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) //============================================================================= // Default properties //============================================================================= defaultproperties { bUseMaxDrawCount=True EmitterDuration=1.000000 MaxDrawCount=500 SpawnRate=(Distribution=RequiredDistributionSpawnRate,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.000000,0.000000,0.000000,0.000000)) SubImages_Horizontal=1 SubImages_Vertical=1 bSpawnModule=True bUpdateModule=True Name="Default__ParticleModuleRequired" ObjectArchetype=ParticleModule'Engine.Default__ParticleModule' } |
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