UAnimNotifyState_TimedParticleEffect

Timed Particle Effect Notify Allows a looping particle effect to be played in an animation that will activate at the beginning of the notify and deactivate at the end.

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UAnimNotifyState

UAnimNotifyState_TimedParticleEffect

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h

Include

#include "Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h"

Syntax

class UAnimNotifyState_TimedParticleEffect : public UAnimNotifyState

Remarks

Timed Particle Effect Notify Allows a looping particle effect to be played in an animation that will activate at the beginning of the notify and deactivate at the end.

Variables

Name Description

Public variable

bool

 

bDestroyAtEnd

Whether or not we destroy the component at the end of the notify or instead just stop the emitters.

Public variable

FVector

 

LocationOffset

Offset from the socket / bone location.

Public variable

TArray< UPartic...

 

PreviousPSTemplates

The following arrays are used to handle property changes during a state.

Public variable

TArray< FName >

 

PreviousSocketNames

Public variable

UParticleSystem...

 

PSTemplate

The particle system template to use when spawning the particle component.

Public variable

FRotator

 

RotationOffset

Offset from the socket / bone rotation.

Public variable

FName

 

SocketName

The socket within our mesh component to attach to when we spawn the particle component.

Constructors

Name Description

Public function

UAnimNotifyState_TimedParticleEffect

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

FString

 

GetNotifyName_Implementation()

Overridden from UAnimNotifyState to provide custom notify name.

Protected function

bool

 

ValidateParameters

(
    USkeletalMeshComponent* MeshCo...
)

Overridden from UAnimNotifyState

Name Description

Public function Virtual

void

 

NotifyBegin

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    float TotalDuration
)

Public function Virtual

void

 

NotifyEnd

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation
)

Public function Virtual

void

 

NotifyTick

(
    USkeletalMeshComponent* MeshCo...,
    UAnimSequenceBase* Animation,
    float FrameDeltaTime
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

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