Actions
Generate Particle Event |
Record a kismet event. Target is Particle System Component |
Get Beam End Point |
Get the beam end point Target is Particle System Component |
Get Beam Source Point |
Get the beam source point Target is Particle System Component |
Get Beam Source Strength |
Get the beam source strength Target is Particle System Component |
Get Beam Source Tangent |
Get the beam source tangent Target is Particle System Component |
Get Beam Target Point |
Get the beam target point Target is Particle System Component |
Get Beam Target Strength |
Get the beam target strength Target is Particle System Component |
Get Beam Target Tangent |
Get the beam target tangent Target is Particle System Component |
Get FXSystem Asset |
Get the referenced FXSystem asset. Target is FXSystem Component |
Get Num Active Particles |
Get the current number of active particles in this system Target is Particle System Component |
Release to Pool |
Deactivates this system and releases it to the pool on completion. Usage of this PSC reference after this call is unsafe. You should clear out your references to it. Target is FXSystem Component |
Set Actor Parameter |
Set a named actor instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not. Target is FXSystem Component |
Set Auto Attachment Parameters |
Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters. Does not change bAutoManageAttachment; that must be set separately. Target is FXSystem Component |
Set Beam End Point |
Set the beam end point Target is Particle System Component |
Set Beam Source Point |
Set the beam source point Target is Particle System Component |
Set Beam Source Strength |
Set the beam source strength Target is Particle System Component |
Set Beam Source Tangent |
Set the beam source tangent Target is Particle System Component |
Set Beam Target Point |
Set the beam target point Target is Particle System Component |
Set Beam Target Strength |
Set the beam target strength Target is Particle System Component |
Set Beam Target Tangent |
Set the beam target tangent Target is Particle System Component |
Set Bool Parameter |
Change a named boolean parameter, ParticleSystemComponent converts to float. Target is FXSystem Component |
Set Color Parameter |
Set a named color instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not. Target is FXSystem Component |
Set Emitter Enable |
Enables/Disables a sub-emitter Target is FXSystem Component |
Set Float Parameter |
Change a named float parameter Target is FXSystem Component |
Set Material Parameter |
Set a named material instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not. Target is Particle System Component |
Set Template |
Change the ParticleSystem used by this ParticleSystemComponent Target is Particle System Component |
Set Use Auto Manage Attachment |
Sets whether we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. See: SetAutoAttachmentParameters() Target is FXSystem Component |
Set Vector Parameter |
Set a named vector instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not. Target is FXSystem Component |
Spawn Emitter at Location |
Plays the specified effect at the given location and rotation, fire and forget. The system will go away when the effect is complete. Does not replicate. Target is Gameplay Statics |
Spawn Emitter Attached |
Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate. Target is Gameplay Statics |