Particle System

Particle System

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Actions

Generate Particle Event

Record a kismet event.

Target is Particle System Component

Get Beam End Point

Get the beam end point

Target is Particle System Component

Get Beam Source Point

Get the beam source point

Target is Particle System Component

Get Beam Source Strength

Get the beam source strength

Target is Particle System Component

Get Beam Source Tangent

Get the beam source tangent

Target is Particle System Component

Get Beam Target Point

Get the beam target point

Target is Particle System Component

Get Beam Target Strength

Get the beam target strength

Target is Particle System Component

Get Beam Target Tangent

Get the beam target tangent

Target is Particle System Component

Get FXSystem Asset

Get the referenced FXSystem asset.

Target is FXSystem Component

Get Num Active Particles

Get the current number of active particles in this system

Target is Particle System Component

Release to Pool

Deactivates this system and releases it to the pool on completion. Usage of this PSC reference after this call is unsafe. You should clear out your references to it.

Target is FXSystem Component

Set Actor Parameter

Set a named actor instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

Target is FXSystem Component

Set Auto Attachment Parameters

Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters. Does not change bAutoManageAttachment; that must be set separately.

Target is FXSystem Component

Set Beam End Point

Set the beam end point

Target is Particle System Component

Set Beam Source Point

Set the beam source point

Target is Particle System Component

Set Beam Source Strength

Set the beam source strength

Target is Particle System Component

Set Beam Source Tangent

Set the beam source tangent

Target is Particle System Component

Set Beam Target Point

Set the beam target point

Target is Particle System Component

Set Beam Target Strength

Set the beam target strength

Target is Particle System Component

Set Beam Target Tangent

Set the beam target tangent

Target is Particle System Component

Set Bool Parameter

Change a named boolean parameter, ParticleSystemComponent converts to float.

Target is FXSystem Component

Set Color Parameter

Set a named color instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

Target is FXSystem Component

Set Emitter Enable

Enables/Disables a sub-emitter

Target is FXSystem Component

Set Float Parameter

Change a named float parameter

Target is FXSystem Component

Set Int Parameter

Change a named int parameter

Target is FXSystem Component

Set Material Parameter

Set a named material instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

Target is Particle System Component

Set Template

Change the ParticleSystem used by this ParticleSystemComponent

Target is Particle System Component

Set Use Auto Manage Attachment

Sets whether we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. See: SetAutoAttachmentParameters()

Target is FXSystem Component

Set Vector Parameter

Set a named vector instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

Target is FXSystem Component

Spawn Emitter at Location

Plays the specified effect at the given location and rotation, fire and forget. The system will go away when the effect is complete. Does not replicate.

Target is Gameplay Statics

Spawn Emitter Attached

Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.

Target is Gameplay Statics

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