| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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effect that links the orb to a node it's protecting. In C++ we do extra work to make sure the beam start point stays inside the orb mesh Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Emitter
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+-- UTGame.UTEmitter
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+-- UTGame.UTEmit_OrbLinkEffect
| Variables Summary |
|---|
| Inherited Variables from Engine.Emitter |
|---|
| bCurrentlyActive, bDestroyOnSystemFinish, ParticleSystemComponent |
| Structures Summary |
|---|
| Inherited Structures from UTGame.UTEmitter |
|---|
| DistanceBasedParticleTemplate |
| Functions Summary |
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| Inherited Functions from UTGame.UTEmitter |
|---|
| GetTemplateForDistance, SetLightEnvironment, SetTemplate |
| Defaultproperties |
|---|
defaultproperties
{
Begin Object Class=ParticleSystemComponent Name=ParticleSystemComponent0 ObjName=ParticleSystemComponent0 Archetype=ParticleSystemComponent'UTGame.Default__UTEmitter:ParticleSystemComponent0'
bUpdateComponentInTick=True
Translation=(X=0.000000,Y=5.000000,Z=5.000000)
AbsoluteRotation=True
ObjectArchetype=ParticleSystemComponent'UTGame.Default__UTEmitter:ParticleSystemComponent0'
End Object
ParticleSystemComponent=ParticleSystemComponent0
Components(0)=ParticleSystemComponent0
LifeSpan=0.000000
Name="Default__UTEmit_OrbLinkEffect"
ObjectArchetype=UTEmitter'UTGame.Default__UTEmitter'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||