Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 | +-- UTGame.UTEmitter | +-- UTGame.UTEmit_OrbLinkEffect
Variables Summary |
---|
Inherited Variables from Engine.Emitter |
---|
bCurrentlyActive, bDestroyOnSystemFinish, ParticleSystemComponent |
Structures Summary |
---|
Inherited Structures from UTGame.UTEmitter |
---|
DistanceBasedParticleTemplate |
Functions Summary |
---|
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 |