UParticleModuleBeamTarget

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Particles/Beam/ParticleModuleBeamTarget.h

Include

#include "Particles/Beam/ParticleModuleBeamTarget.h"

Syntax

class UParticleModuleBeamTarget : public UParticleModuleBeamBase

Variables

Name Description

Public variable

uint32: 1

 

bLockTarget

Whether to lock the Target to the life of the particle.

Public variable

uint32: 1

 

bLockTargetStength

Whether to lock the Target to the life of the particle.

Public variable

uint32: 1

 

bLockTargetTangent

Whether to lock the Target to the life of the particle.

Public variable

uint32: 1

 

bTargetAbsolute

Whether to treat the as an absolute position in world space.

Public variable

int32

 

LastSelectedParticleIndex

Public variable

float

 

LockRadius

Default target-point information to use if the beam method is endpoint.

Public variable

FRawDistributio...

 

Target

Default target-point information to use if the beam method is endpoint.

Public variable

TEnumAsByte< en...

 

TargetMethod

The method flag.

Public variable

FName

 

TargetName

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

Public variable

FRawDistributio...

 

TargetStrength

The strength of the tangent from the Target point for each beam.

Public variable

FRawDistributio...

 

TargetTangent

The tangent for the Target point for each beam.

Public variable

TEnumAsByte< en...

 

TargetTangentMethod

The method to use for the Target tangent.

Constructors

Name Description

Public function

UParticleModuleBeamTarget

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

GetDataPointers

(
    FParticleEmitterInstance* Owne...,
    const uint8* ParticleBase,
    int32& CurrentOffset,
    FBeamParticleSourceTargetPayloadDat...
)

Public function

void

 

InitializeDefaults()

Initializes the default values for this property

Public function

bool

 

ResolveTargetData

(
    FParticleBeam2EmitterInstance*...,
    FBeam2TypeDataPayload* BeamDat...,
    const uint8* ParticleBase,
    int32& CurrentOffset,
    int32 ParticleIndex,
    bool bSpawning,
    FBeamParticleModifierPayloadData&#...
)

Overridden from UParticleModule

Name Description

Public function Virtual

void

 

AutoPopulateInstanceProperties

(
    UParticleSystemComponent* PSys...
)

Helper function used by the editor to auto-populate a placed AEmitter with any instance parameters that are utilized.

Public function Virtual

void

 

GetParticleSysParamsUtilized

(
    TArray< FString >& ParticleSysPara...
)

Retrieve the ParticleSysParams associated with this module.

Public function Virtual

void

 

Spawn

(
    FParticleEmitterInstance* Owne...,
    int32 Offset,
    float SpawnTime,
    FBaseParticle* ParticleBase
)

Called on a particle that is freshly spawned by the emitter.

Public function Virtual

void

 

Update

(
    FParticleEmitterInstance* Owne...,
    int32 Offset,
    float DeltaTime
)

Called on a particle that is being updated by its emitter.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback