This type is used to allow for simple game-code setting of parameters for emitters, so that they can be manipulated via code, Blueprints, or Matinee. It provides the ability to map input values from one range to another, allowing for tweaking of the parameter in "Cascade-space" without requiring game-play code to be updated. Once an established Input range is determined by the game-play coder, the artist is free to adjust the property through the Output mapping.
When selected as the type, the following dialog will be provided for editing the value:
Input to Output is linearly remapped, so: MinInput of 0 with a MaxInput of 5, MinOutput of 0 with a MaxOutput of 100 means that if you pass 2 in as your input, your output will be 40.
This is very useful for setting simple 0-1 inputs that map to multiple outputs, since you can share particle parameter variables by name. For example, you could set up the SpawnRate to be driven by Particle Parameter Foo, and set the inputs from 0-1, and the outputs from 20-200, and also use Foo in the InitialSize with the same inputs but an output of 10-20.
In code, the programmer would write something like:
This is the name by which the parameter will be referenced in code or in Blueprints scripting.
This is the minimum value that can be passed into the distribution, typically via game code.
This is the maximum value that can be passed into the distribution, typically via game code.
This is the minimum value that can be output into Cascade, as mapped from the range of inputs.
This is the maximum value that can be output into Cascade, as mapped from the range of inputs.
This controls how the input values will be used. See the Param Mode Flag table below.
This provides a default value for the system in the absence of any inputs.
Leave the input value alone.
Use the absolute value of the input value before remapping.
Use the input value directly (no remapping).