UParticleModuleParameterDynamic

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Particles/Parameter/ParticleModuleParameterDynamic.h

Include

#include "Particles/Parameter/ParticleModuleParameterDynamic.h"

Syntax

class UParticleModuleParameterDynamic : public UParticleModuleParameterBase

Variables

Name Description

Public variable

uint32: 1

 

bUsesVelocity

Public variable

TArray< struct ...

 

DynamicParams

The dynamic parameters this module uses.

Public variable

int32

 

UpdateFlags

Flags for optimizing update

Constructors

Name Description

Public function

UParticleModuleParameterDynamic

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

float

 

GetParameterValue

(
    FEmitterDynamicParameter& InDynPar...,
    FBaseParticle& Particle,
    FParticleEmitterInstance* Owne...,
    FRandomStream* InRandomStream
)

Retrieve the value for the parameter at the given index.

Public function

float

 

GetParameterValue_UserSet

(
    FEmitterDynamicParameter& InDynPar...,
    FBaseParticle& Particle,
    FParticleEmitterInstance* Owne...,
    FRandomStream* InRandomStream
)

Retrieve the value for the parameter at the given index.

Public function

void

 

InitializeDefaults()

Initializes the default values for this property

Public function

void

 

SpawnEx

(
    FParticleEmitterInstance* Owne...,
    int32 Offset,
    float SpawnTime,
    FRandomStream* InRandomStream,
    FBaseParticle* ParticleBase
)

Extended version of spawn, allows for using a random stream for distribution value retrieval

Public function Virtual

void

 

UpdateParameterNames

(
    UMaterialInterface* InMaterial...
)

Update the parameter names with the given material...

Public function Virtual

void

 

UpdateUsageFlags()

Set the UpdatesFlags and bUsesVelocity

Overridden from UParticleModule

Name Description

Public function Virtual

bool

 

CanTickInAnyThread()

Return false if this emitter requires a game thread tick

Public function Virtual

void

 

GetCurveObjects

(
    TArray< FParticleCurvePair >& OutC...
)

Fill an array with each Object property that fulfills the FCurveEdInterface interface.

Public function Virtual

void

 

GetParticleParametersUtilized

(
    TArray< FString >& ParticleParamet...
)

Retrieve the distributions that use ParticleParameters in this module.

Public function Virtual

void

 

GetParticleSysParamsUtilized

(
    TArray< FString >& ParticleSysPara...
)

Retrieve the ParticleSysParams associated with this module.

Public function Virtual

void

 

RefreshModule

(
    UInterpCurveEdSetup* EdSetup,
    UParticleEmitter* InEmitter,
    int32 InLODLevel
)

Refresh the module...

Public function Virtual

uint32

 

RequiredBytes

(
    UParticleModuleTypeDataBase* T...
)

Returns the number of bytes that the module requires in the particle payload block.

Public function Virtual

void

 

SetToSensibleDefaults

(
    UParticleEmitter* Owner
)

For Cascade.

Public function Virtual

void

 

Spawn

(
    FParticleEmitterInstance* Owne...,
    int32 Offset,
    float SpawnTime,
    FBaseParticle* ParticleBase
)

Called on a particle that is freshly spawned by the emitter.

Public function Virtual

void

 

Update

(
    FParticleEmitterInstance* Owne...,
    int32 Offset,
    float DeltaTime
)

Called on a particle that is being updated by its emitter.

Public function Virtual

bool

 

WillGeneratedModuleBeIdentical

(
    UParticleLODLevel* SourceLODLe...,
    UParticleLODLevel* DestLODLeve...,
    float Percentage
)

Returns true if the results of LOD generation for the given percentage will result in a duplicate of the module.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

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