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/** * Special Particle system component that can handle rendering at a different FOV than the the world. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTParticleSystemComponent extends ParticleSystemComponent native; /** Used when a custom FOV is set to make sure the particles render properly using the custom FOV */ var public{private} const float FOV; var public{private} const bool bHasSavedScale3D; var public{private} const vector SavedScale3D; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** This changes the FOV used for rendering the particle system component. A value of 0 means to use the default. */ native final function SetFOV(float NewFOV); defaultproperties { bOverrideLODMethod=True SecondsBeforeInactive=1.000000 LODMethod=PARTICLESYSTEMLODMETHOD_DirectSet Name="Default__UTParticleSystemComponent" ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' } |
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