| UObjectBase
|
Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystem.h |
Include |
#include "Particles/ParticleSystem.h" |
class UParticleSystem : public UFXSystemAsset
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.
Name | Description | ||
---|---|---|---|
|
BackgroundColor |
The background color to display in Cascade |
|
|
uint8: 1 |
bAllowManagedTicking |
|
|
uint8: 1 |
bAutoDeactivate |
|
|
uint8: 1 |
bHasPhysics |
Set during load time to indicate that physics is used... |
|
uint8: 1 |
bOrientZAxisTowardCamera |
If true, the system's Z axis will be oriented toward the camera |
|
uint8: 1 |
bRegenerateLODDuplicate |
Internal value that tracks the regenerate LOD levels preference. |
|
uint8: 1 |
bShouldResetPeakCounts |
EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset |
|
uint8: 1 |
bUseDelayRange |
If true, select the emitter delay from the range [DelayLow..Delay] |
|
uint8: 1 |
bUseFixedRelativeBoundingBox |
Whether to use the fixed relative bounding box or calculate it every frame. |
|
uint8: 1 |
bUseRealtimeThumbnail |
Inidicates the old 'real-time' thumbnail rendering should be used |
|
CurveEdSetup |
Used for curve editor to remember curve-editing setup. |
|
|
CustomOcclusionBounds |
The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds |
|
|
float |
Delay |
How long this Particle system should delay when ActivateSystem is called on it. |
|
float |
DelayLow |
The low end of the emitter delay if using a range. |
|
EditorLODSetting |
LOD setting for intepolation (set by Cascade) Range [0..100] |
|
|
Emitters |
Emitters - internal - the array of emitters in the system |
|
|
FixedRelativeBoundingBox |
Fixed relative bounding box for particle system. |
|
|
FloorMesh |
Cascade 'floor' mesh information. |
|
|
FloorPosition |
||
|
FloorRotation |
||
|
float |
FloorScale |
|
|
FloorScale3D |
||
|
float |
InsignificanceDelay |
Time delay between all emitters becoming insignificant and the systems insignificant reaction. |
|
InsignificantReaction |
The reaction this system takes when all emitters are insignificant. |
|
|
float |
LODDistanceCheckTime |
LOD How often (in seconds) the system should perform the LOD distance check. |
|
TArray< float > |
LODDistances |
The array of distances for each LOD level in the system. |
|
TEnumAsByte< en... |
LODMethod |
The method of LOD level determination to utilize for this particle system PARTICLESYSTEMLODMETHOD_Automatic - Automatically set the LOD level, checking every LODDistanceCheckTime seconds. |
|
LODSettings |
||
|
MacroUVPosition |
Local space position that UVs generated with the ParticleMacroUV material node will be centered on. |
|
|
float |
MacroUVRadius |
World space radius that UVs generated with the ParticleMacroUV material node will tile based on. |
|
MaxSignificanceLevel |
The maximum level of significance for emitters in this system. |
|
|
MinTimeBetweenTicks |
||
|
NamedMaterialSlots |
Array of named material slots for use by emitters of this system. |
|
|
TEnumAsByte< en... |
OcclusionBoundsMethod |
Which occlusion bounds method to use for this particle system. |
|
PreviewComponent |
The component used to preview the particle system in Cascade |
|
|
float |
SecondsBeforeInactive |
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive. |
|
TArray< struct ... |
SoloTracking |
|
|
TEnumAsByte< en... |
SystemUpdateMode |
|
|
ThumbnailAngle |
The angle to use when rendering the thumbnail image |
|
|
float |
ThumbnailDistance |
The distance to place the system when rendering the thumbnail image |
|
UTexture2D *... |
ThumbnailImage |
Internal: The PSys thumbnail image |
|
uint8: 1 |
ThumbnailImageOutOfDate |
Internal: Indicates the PSys thumbnail image is out of date |
|
float |
ThumbnailWarmup |
The time to warm-up the system for the thumbnail image |
|
float |
UpdateTime_Delta |
UpdateTime_Delta - internal |
|
float |
UpdateTime_FPS |
UpdateTime_FPS - the frame per second to update at in FixedTime mode |
|
float |
WarmupTickRate |
WarmupTickRate - the time step for each tick during warm up. |
|
float |
WarmupTime |
WarmupTime - the time to warm-up the particle system when first rendered Warning: WarmupTime is implemented by simulating the particle system for the time requested upon activation. |
Name | Description | |
---|---|---|
|
UParticleSystem() |
|
|
UParticleSystem ( |
Name | Description | ||
---|---|---|---|
|
AllowManagedTicking() |
||
|
BuildEmitters() |
Builds all emitters in the particle system. |
|
|
CalculateMaxActiveParticleCounts() |
CalculateMaxActiveParticleCounts Determine the maximum active particles that could occur with each emitter. |
|
|
CanBePooled() |
||
|
CanTickInAnyThread() |
Return true if this psys can tick in any thread |
|
|
ComputeCanTickInAnyThread() |
Decide if this psys can tick in any thread, and set bIsElligibleForAsyncTick |
|
|
ContainsEmitterType ( |
Returns true if this system contains an emitter of the pasesd type. |
|
|
DoesAnyEmitterHaveMotionBlur ( |
Checks if any of the emitters have motion blur at a specific lod level. |
|
|
enum Particl... |
GetCurrentLODMethod() |
Return the currently set LOD method |
|
EParticleSig... |
GetHighestSignificance() |
|
|
float |
GetLODDistance ( |
Return the distance for the given LOD level |
|
GetLODLevelCount() |
Return the number of LOD levels for this particle system |
|
|
EParticleSig... |
GetLowestSignificance() |
|
|
GetParametersUtilized |
Retrieve the parameters associated with this particle system. |
|
|
HasGPUEmitter() |
Returns true if this system contains any GPU emitters. |
|
|
IsImmortal() |
||
|
IsLooping() |
Returns true if the particle system is looping (contains one or more looping emitters) |
|
|
RemoveAllDuplicateModules |
Remove all duplicate modules. |
|
|
SetCurrentLODMethod ( |
Set the LOD method |
|
|
SetDelay ( |
Set the time to delay spawning the particle system |
|
|
SetLODDistance ( |
Set the distance for the given LOD index |
|
|
SetupLODValidity() |
Editor helper function for setting the LOD validity flags used in Cascade. |
|
|
SetupSoloing() |
Setup the soloing information... Obliterates all current soloing. |
|
|
ShouldManageSignificance() |
||
|
ToggleSoloing ( |
Toggle the bIsSoloing flag on the given emitter. |
|
|
TurnOffSoloing() |
Turn soloing off completely - on every emitter |
|
|
UpdateAllModuleLists() |
Update all emitter module lists |
|
|
UpdateColorModuleClampAlpha ( |
||
|
UsesCPUCollision() |
||
|
WillBecomeZombie() |
Name | Description | ||
---|---|---|---|
|
GetAssetRegistryTags ( |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
|
|
IsPostLoadThreadSafe() |
Called during async load to determine if PostLoad can be called on the loading thread. |
|
|
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
|
|
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
|
|
PreSave ( |
Presave function. |
|
|
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
---|---|---|---|
|
CanBeClusterRoot() |
Called after load to determine if the object can be a cluster root |