unreal.ParticleSystemInsignificanceReaction
¶
- class unreal.ParticleSystemInsignificanceReaction¶
Bases:
EnumBase
Determines what a particle system will do when all of it’s emitters become insignificant.
C++ Source:
Module: Engine
File: ParticleHelper.h
- AUTO: ParticleSystemInsignificanceReaction¶
Looping systems will DisableTick. Non-looping systems will Complete.
- Type:
0
- COMPLETE: ParticleSystemInsignificanceReaction¶
The system will be considered complete and will auto destroy if desired etc.
- Type:
1
- DISABLE_TICK: ParticleSystemInsignificanceReaction¶
The system will simply stop ticking. Tick will be re-enabled when any emitters become significant again. This is useful for persistent fx such as environmental fx.
- Type:
2