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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class ParticleSystem extends Object native(Particle) hidecategories(Object); /** * ParticleSystemUpdateMode * Enumeration indicating the method by which the system should be updated */ enum EParticleSystemUpdateMode { /** RealTime - update via the delta time passed in */ EPSUM_RealTime, /** FixedTime - update via a fixed time step */ EPSUM_FixedTime }; var() EParticleSystemUpdateMode SystemUpdateMode; /** UpdateTime_FPS - the frame per second to update at in FixedTime mode */ var() float UpdateTime_FPS; /** UpdateTime_Delta - internal */ var float UpdateTime_Delta; /** WarmupTime - the time to warm-up the particle system when first rendered */ var() float WarmupTime; /** Emitters - internal - the array of emitters in the system */ var editinline export array<ParticleEmitter> Emitters; /** The component used to preview the particle system in Cascade */ var transient ParticleSystemComponent PreviewComponent; /** The angle to use when rendering the thumbnail image */ var rotator ThumbnailAngle; /** The distance to place the system when rendering the thumbnail image */ var float ThumbnailDistance; /** The time to warm-up the system for the thumbnail image */ var(Thumbnail) float ThumbnailWarmup; /** Boolean to indicate whether the particle system can ignore lights or not */ var bool bLit; /** Used for curve editor to remember curve-editing setup. */ var export InterpCurveEdSetup CurveEdSetup; // // LOD // /** * How often (in seconds) the system should perform the LOD distance check. */ var(LOD) float LODDistanceCheckTime; /** * ParticleSystemLODMethod * Enumeration indicating the method by which the system should perform LOD determination */ enum ParticleSystemLODMethod { /** Automatically set the LOD level */ PARTICLESYSTEMLODMETHOD_Automatic, /** LOD level is directly set by the game */ PARTICLESYSTEMLODMETHOD_DirectSet }; /** * The method of LOD level determination to utilize for this particle system */ var(LOD) ParticleSystemLODMethod LODMethod; /** * 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. * */ var(LOD) editfixedsize array<float> LODDistances; /** LOD setting for intepolation (set by Cascade) Range [0..100] */ var int EditorLODSetting; /** * 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. */ var bool bRegenerateLODDuplicate; /** Whether to use the fixed relative bounding box or calculate it every frame. */ var(Bounds) bool bUseFixedRelativeBoundingBox; /** Fixed relative bounding box for particle system. */ var(Bounds) box FixedRelativeBoundingBox; /** * Number of seconds of emitter not being rendered that need to pass before it * no longer gets ticked/ becomes inactive. */ var() float SecondsBeforeInactive; // // Cascade 'floor' mesh information // var string FloorMesh; var vector FloorPosition; var rotator FloorRotation; var float FloorScale; var vector FloorScale3D; /** EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset */ var bool bShouldResetPeakCounts; /** Set during load time to indicate that physics is used... */ var transient bool bHasPhysics; /** Inidicates the old 'real-time' thumbnail rendering should be used */ var(Thumbnail) bool bUseRealtimeThumbnail; /** Internal: Indicates the PSys thumbnail image is out of date */ var bool ThumbnailImageOutOfDate; /** Internal: The PSys thumbnail image */ var Texture2D ThumbnailImage; // /** Return the currently set LOD method */ native function ParticleSystemLODMethod GetCurrentLODMethod(); /** Return the number of LOD levels for this particle system */ native function int GetLODLevelCount(); /** Return the distance for the given LOD level */ native function float GetLODDistance(int LODLevelIndex); /** Set the LOD method */ native function SetCurrentLODMethod(ParticleSystemLODMethod InMethod); /** Set the distance for the given LOD index */ native function bool SetLODDistance(int LODLevelIndex, float InDistance); // // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // defaultproperties { UpdateTime_FPS=60.000000 UpdateTime_Delta=1.000000 ThumbnailDistance=200.000000 ThumbnailWarmup=1.000000 bLit=True ThumbnailImageOutOfDate=True LODDistanceCheckTime=5.000000 FixedRelativeBoundingBox=(Min=(X=-1.000000,Y=-1.000000,Z=-1.000000),Max=(X=1.000000,Y=1.000000,Z=1.000000),IsValid=0) FloorMesh="EditorMeshes.AnimTreeEd_PreviewFloor" FloorScale=1.000000 FloorScale3D=(X=1.000000,Y=1.000000,Z=1.000000) Name="Default__ParticleSystem" ObjectArchetype=Object'Core.Default__Object' } |
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