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A ParticleSystem is a complete particle effect that contains any number of ParticleEmitters. By allowing multiple emitters in a system, the designer can create elaborate particle effects that are held in a single system. Once created using Cascade, a ParticleSystem can then be inserted into a level or created in script.
The ParticleSystem class contains the following public variable(s):
Property |
Description |
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ParticleSystem |
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SystemUpdateMode |
This enumeration indicates the method the system should use to update its emitters. Two modes are available:
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UpdateTime_FPS |
The time-step to use when operating in |
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WarmupTime |
The amount of time to warm-up the system at launch. This allows for an emitter to start in full bloom. This can degrade performance, so use sparingly especially at high values. Good for systems you want to have started while the level initially loads, like smoke pillars or ambient effects. |
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Warmup Tick Rate |
This governs the time step for each tick during system warmup. Increasing this value improves performance while decreasing improves accuracy. A value of 0 indicates the default tick time. |
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Orient ZAxis Toward Camera |
If true, the local Z-axis of the ParticleSystem will be oriented towards the camera at all times. |
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SecondsBeforeInactive |
If the particle system is not rendered for this amount of time (in seconds), it will go inactive no longer being ticked. Enter a zero to prevent the system from ever being forced to be inactive. |
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Thumbnail |
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ThumbnailWarmup |
The amount of time to warm-up the system before catching the thumbnail render when Use Real-Time Thumbnail is checked. |
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Use Real-Time Thumbnail |
If true, the thumbnail displayed in the Content BrowserContent Browser |
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LOD |
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LOD Distance Check Time |
This is how often (in seconds) the system should perform a distance check to determine the LOD level to utilize. (Only used when LODMethod is set to Automatic.) |
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LOD Method |
This enumeration indicates the method the system should utilize for selecting appropriate LOD levels. Three methods are available:
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LODDistances |
An array of distances for determining which LOD level to utilize. (Only used when LODMethod is set to Automatic.) These numbers recommend the minimum distance away for the LOD level to be selected. For example, consider a system with 3 LOD levels:
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LODSettings |
An array of structs determining specific settings to use for each individual LOD. Currently, the only setting Lit controls whether the ParticleSystem accepts lights when the given LOD is in use. |
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Bounds |
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Use Fixed Relative Bounding Box |
If true, the code will utilize the Fixed Relative Bounding Box as the bounds for the particle system. |
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Fixed Relative Bounding Box |
Right-clicking |
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Delay |
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Delay |
The amount of time in seconds the ParticleSystem should wait before activating when ActivateSystem() is executed. Also, this value is the high end of the range to use for choosing a random delay value when Use Delay Range is true. |
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Delay Low |
The low end of the range to use for choosing a random delay value when Use Delay Range is true. |
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Use Delay Range |
If true, a random value between Delay Low and Delay is chosen for the actual delay value to use. |
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MacroUV |
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Macro UV Position |
The local-space position relative to the ParticleSystem used as the center point to generate the UV texture coordinates for the ParticleMacroUV material expression. |
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Macro UV Radius |
World-space radius that determines the distance from the Macro UV Position where the UV texture coordinates generated for the ParticleMacroUV material expression will begin tiling. |
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Occlusion |
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Occlusion Bounds Method |
The method to use when calculating occlusion of the ParticleSystem.
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Custom Occlusion Bounds |
The bounds to use for calculating occlusion when using the |