AEmitter

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Particles/Emitter.h

Include

#include "Particles/Emitter.h"

Syntax

class AEmitter : public AActor

Variables

Name Description

Public variable

uint32: 1

 

bCurrentlyActive

Used to update status of toggleable level placed emitters on clients

Public variable

uint32: 1

 

bDestroyOnSystemFinish

Public variable

uint32: 1

 

bPostUpdateTickGroup

Public variable

FParticleBurstS...

 

OnParticleBurst

Public variable

FParticleCollis...

 

OnParticleCollide

Public variable

FParticleDeathS...

 

OnParticleDeath

Public variable

FParticleSpawnS...

 

OnParticleSpawn

Constructors

Name Description

Public function

AEmitter

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

Activate()

BEGIN DEPRECATED (use component functions now in level script)

Public function

void

 

AutoPopulateInstanceProperties()

Public function

void

 

Deactivate()

Public function Const

UArrowCompon...

 

GetArrowComponent()

Returns ArrowComponent subobject

Public function

UParticleSys...

 

GetParticleSystemComponent()

Returns ParticleSystemComponent subobject

Public function Const

UBillboardCo...

 

GetSpriteComponent()

Returns SpriteComponent subobject

Public function Const

bool

 

IsActive()

Public function Virtual

void

 

OnParticleSystemFinished

(
    UParticleSystemComponent* Fini...
)

Public function Virtual

void

 

OnRep_bCurrentlyActive()

Replication Notification Callbacks

Public function

void

 

ResetInLevel()

Called to reset the emitter actor in the level. Intended for use in editor only

Public function

void

 

SetActorParameter

(
    FName ParameterName,
    AActor* Param
)

Public function

void

 

SetColorParameter

(
    FName ParameterName,
    FLinearColor Param
)

Public function

void

 

SetFloatParameter

(
    FName ParameterName,
    float Param
)

Public function

void

 

SetMaterialParameter

(
    FName ParameterName,
    UMaterialInterface* Param
)

Public function Virtual

void

 

SetTemplate

(
    UParticleSystem* NewTemplate
)

Public function

void

 

SetVectorParameter

(
    FName ParameterName,
    FVector Param
)

Public function

void

 

ToggleActive()

Overridden from AActor

Name Description

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

Public function Virtual Const

bool

 

GetReferencedContentObjects

(
    TArray< UObject* >& Objects
)

Used by the "Sync to Content Browser" right-click menu option in the editor.

Public function Virtual

void

 

PostActorCreated()

Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set.

Public function Virtual

void

 

PostInitializeComponents()

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Overridden from UObject

Name Description

Public function Virtual Const

FString

 

GetDetailedInfoInternal()

This function actually does the work for the GetDetailedInfo() and is virtual.

Public function Virtual Const

void

 

GetLifetimeReplicatedProps

(
    TArray< FLifetimeProperty >& OutLi...
)

Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

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