FParticleBeam2EmitterInstance

Windows
MacOS
Linux

Inheritance Hierarchy

FParticleEmitterInstance

FParticleBeam2EmitterInstance

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ParticleEmitterInstances.h

Include

#include "ParticleEmitterInstances.h"

Syntax

struct FParticleBeam2EmitterInstance : public FParticleEmitterInstance

Variables

Name Description

Public variable

int32

 

BeamCount

The number of live beams

Public variable

int32

 

BeamMethod

The method to utilize when forming the beam.

Public variable

UParticleModule...

 

BeamModule_Noise

Public variable

UParticleModule...

 

BeamModule_Source

Public variable

UParticleModule...

 

BeamModule_SourceModifier

Public variable

int32

 

BeamModule_SourceModifier_Offset

Public variable

UParticleModule...

 

BeamModule_Target

Public variable

UParticleModule...

 

BeamModule_TargetModifier

Public variable

int32

 

BeamModule_TargetModifier_Offset

Public variable

TArray< int32 >

 

BeamTrianglesPerSheet

Public variable

UParticleModule...

 

BeamTypeData

Public variable

TArray< float >

 

DistanceArray

The distance of each beam, if utilizing the distance method.

Public variable

bool

 

FirstEmission

Public variable

int32

 

ForceSpawnCount

Public variable

AActor *

 

SourceActor

The actor to get the source point from.

Public variable

FParticleEmitte...

 

SourceEmitter

The emitter to get the source point from.

Public variable

AActor *

 

TargetActor

The actor to get the target point from.

Public variable

FParticleEmitte...

 

TargetEmitter

The emitter to get the Target point from.

Public variable

TArray< FVector...

 

TargetPointArray

The target point of each beam, when using the end point method.

Public variable

TArray< FName >

 

TargetPointSourceNames

The target point sources of each beam, when using the end point method.

Public variable

TArray< FVector...

 

TargetTangentArray

The target tangent of each beam, when using the end point method.

Public variable

TArray< int32 >

 

TextureTiles

How many times to tile the texture along the beam.

Public variable

int32

 

TickCount

Public variable

int32

 

TriangleCount

Public variable

TArray< FVector...

 

UserSetSourceArray

User set Source points of each beam - primarily for weapon effects.

Public variable

TArray< float >

 

UserSetSourceStrengthArray

User set Source strengths of each beam - primarily for weapon effects.

Public variable

TArray< FVector...

 

UserSetSourceTangentArray

User set Source tangents of each beam - primarily for weapon effects.

Public variable

TArray< FVector...

 

UserSetTargetArray

User set target points of each beam - primarily for weapon effects.

Public variable

TArray< float >

 

UserSetTargetStrengthArray

User set Target strengths of each beam - primarily for weapon effects.

Public variable

TArray< FVector...

 

UserSetTargetTangentArray

User set target tangents of each beam - primarily for weapon effects.

Public variable

int32

 

VertexCount

The number of vertices and triangles, for rendering

Constructors

Name Description

Public function

FParticleBeam2EmitterInstance()

Constructor

Beam particle stat objects Structure for beam emitter instancesConstructor

Destructors

Name Description

Public function Virtual

~FParticleBeam2EmitterInstance()

Destructor

Functions

Name Description

Public function

void

 

DetermineVertexAndTriangleCount()

Determine the vertex and triangle counts for the emitter

Protected function

UMaterialInt...

 

GetCurrentMaterial()

Get the current material to render with.

Public function

void

 

ResolveSource()

Resolve the source for the beam

Public function

void

 

ResolveTarget()

Resolve the target for the beam

Public function

void

 

SetupBeamModifierModulesOffsets()

Setup the offsets to the BeamModifier modules...

Public function

float

 

SpawnBeamParticles

(
    float OldLeftover,
    float Rate,
    float DeltaTime,
    int32 Burst,
    float BurstTime
)

Spawn particles for this instance

Overridden from FParticleEmitterInstance

Name Description

Public function Virtual

void

 

ApplyWorldOffset

(
    FVector InOffset,
    bool bWorldShift
)

Called on world origin changes.

Protected function Virtual

bool

 

FillReplayData

(
    FDynamicEmitterReplayDataBase& Out...
)

Captures dynamic replay data for this particle system.

Public function Virtual

void

 

ForceUpdateBoundingBox()

Force the bounding box to be updated.

Public function Virtual

void

 

GetAllocatedSize

(
    int32& OutNum,
    int32& OutMax
)

Retrieve the allocated size of this instance.

Public function Virtual Const

bool

 

GetBeamEndPoint

(
    FVector& OutEndPoint
)

Get the end point position

Public function Virtual Const

bool

 

GetBeamSourcePoint

(
    int32 SourceIndex,
    FVector& OutSourcePoint
)

Get the source point at the given index

Public function Virtual Const

bool

 

GetBeamSourceStrength

(
    int32 SourceIndex,
    float& OutSourceStrength
)

Get the source strength at the given index

Public function Virtual Const

bool

 

GetBeamSourceTangent

(
    int32 SourceIndex,
    FVector& OutTangentPoint
)

Get the source tangent at the given index

Public function Virtual Const

bool

 

GetBeamTargetPoint

(
    int32 TargetIndex,
    FVector& OutTargetPoint
)

Get the target point at the given index

Public function Virtual Const

bool

 

GetBeamTargetStrength

(
    int32 TargetIndex,
    float& OutTargetStrength
)

Get the target strength at the given index

Public function Virtual Const

bool

 

GetBeamTargetTangent

(
    int32 TargetIndex,
    FVector& OutTangentPoint
)

Get the target tangent at the given index

Public function Virtual

FDynamicEmit...

 

GetDynamicData

(
    bool bSelected,
    ERHIFeatureLevel::Type InFeatureLev...
)

Retrieves the dynamic data for the emitter

Retrieves the dynamic data for the emitter

Public function Virtual

FDynamicEmit...

 

GetReplayData()

Retrieves replay data for the emitter

Public function Virtual

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

Returns the size of the object/ resource for display to artists/ LDs in the Editor.

Public function Virtual

void

 

Init()

Initialize the instance

Public function Virtual

void

 

InitParameters

(
    UParticleEmitter* InTemplate,
    UParticleSystemComponent* InCo...
)

Public function Virtual

void

 

KillParticles()

Kill off any dead particles. (Remove them from the active array)

Public function Virtual

void

 

OnEmitterInstanceKilled

(
    FParticleEmitterInstance* Inst...
)

When an emitter is killed, this will check other emitters and clean up anything pointing to this one

Public function Virtual

void

 

PostSpawn

(
    FBaseParticle* Particle,
    float InterpolationPercentage,
    float SpawnTime
)

Handle any post-spawning actions required by the instance

Public function Virtual

uint32

 

RequiredBytes()

Retrieved the per-particle bytes that this emitter type requires.

Public function Virtual

void

 

SetBeamEndPoint

(
    FVector NewEndPoint
)

Set the end point position

Public function Virtual

void

 

SetBeamSourcePoint

(
    FVector NewSourcePoint,
    int32 SourceIndex
)

Set the source point

Public function Virtual

void

 

SetBeamSourceStrength

(
    float NewSourceStrength,
    int32 SourceIndex
)

Set the source strength

Public function Virtual

void

 

SetBeamSourceTangent

(
    FVector NewTangentPoint,
    int32 SourceIndex
)

Set the source tangent

Public function Virtual

void

 

SetBeamTargetPoint

(
    FVector NewTargetPoint,
    int32 TargetIndex
)

Set the target point

Public function Virtual

void

 

SetBeamTargetStrength

(
    float NewTargetStrength,
    int32 TargetIndex
)

Set the target strength

Public function Virtual

void

 

SetBeamTargetTangent

(
    FVector NewTangentPoint,
    int32 TargetIndex
)

Set the target tangent

Public function Virtual

void

 

SetCurrentLODIndex

(
    int32 InLODIndex,
    bool bInFullyProcess
)

Set the LOD to the given index

Public function Virtual

void

 

Tick

(
    float DeltaTime,
    bool bSuppressSpawning
)

Tick the instance.

Public function Virtual

void

 

Tick_ModulePostUpdate

(
    float DeltaTime,
    UParticleLODLevel* CurrentLODL...
)

Tick sub-function that handles module post updates

Public function Virtual

void

 

UpdateBoundingBox

(
    float DeltaTime
)

Update the bounding box for the emitter

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss