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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Particles/Collision/ParticleModuleCollision.h |
Include |
#include "Particles/Collision/ParticleModuleCollision.h" |
class UParticleModuleCollision : public UParticleModuleCollisionBase
Name | Description | ||
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uint32: 1 |
bApplyPhysics |
If true, physic will be applied between a particle and the object it collides with. |
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uint32: 1 |
bCollideOnlyIfVisible |
If true, Particle collision only if particle system is currently being rendered. |
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uint32: 1 |
bDropDetail |
If true, when the World->bDropDetail flag is set, the module will be ignored. |
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uint32: 1 |
bIgnoreSourceActor |
If true, then the source actor is ignored in collision checks. Defaults to true. |
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uint32: 1 |
bIgnoreTriggerVolumes |
Any trigger volumes that are hit will be ignored. |
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uint32: 1 |
bOnlyVerticalNormalsDecrementCount |
If true, then collisions that do not have a vertical hit normal will still react, but UsedMaxCollisions count will not be decremented. |
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uint32: 1 |
bPawnsDoNotDecrementCount |
If true, then collisions with Pawns will still react, but the UsedMaxCollisions count will not be decremented. |
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TEnumAsByte< en... |
CollisionCompletionOption |
What to do once a particles MaxCollisions is reached. |
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CollisionTypes |
Which ObjectTypes to collide with |
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DampingFactor |
How much to `slow' the velocity of the particle after a collision. |
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DampingFactorRotation |
How much to `slow' the rotation of the particle after a collision. |
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DelayAmount |
How long to delay before checking a particle for collisions. |
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float |
DirScalar |
The directional scalar value - used to scale the bounds to 'assist' in avoiding inter-penetration or large gaps. |
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float |
MaxCollisionDistance |
Max distance at which particle collision will occur. |
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MaxCollisions |
The maximum number of collisions a particle can have. |
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ObjectParams |
ObjectParams created for array of CollisionTypes |
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ParticleMass |
The mass of the particle - for use when bApplyPhysics is true. |
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float |
VerticalFudgeFactor |
The fudge factor to use to determine vertical. |
Name | Description | |
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UParticleModuleCollision ( |
Name | Description | ||
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InitializeDefaults() |
Initializes the default values for this property |
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PerformCollisionCheck ( |
Perform the desired collision check for this module. |
Name | Description | ||
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CanTickInAnyThread() |
Return false if this emitter requires a game thread tick |
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GenerateLODModuleValues ( |
Helper function used by the editor to auto-generate LOD values from a source module and a percentage value used to scale its values. |
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PrepPerInstanceBlock ( |
Allows the module to prep its 'per-instance' data block. |
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RequiredBytes ( |
Returns the number of bytes that the module requires in the particle payload block. |
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RequiredBytesPerInstance() |
Returns the number of bytes the module requires in the emitters 'per-instance' data block. |
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SetToSensibleDefaults ( |
For Cascade. |
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Spawn ( |
Called on a particle that is freshly spawned by the emitter. |
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Update ( |
Called on a particle that is being updated by its emitter. |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |