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ParticleEmitter Cookbook

A page of nice settings for ParticleEmitters.

Owners of UT2004 can find some more examples to play around with in the map ParticleExamples.ut2.

Ingredients

Spawn Locations

Here's some of the ways you can have the particles spawn

Flat disc

  • StartLocationShape = PTLS_Polar
  • StartLocationPolarRange:
    • X = 0 - 65536 (This gives you the full circle of longitude in polar co-ordinates)
    • Y = 16384 - 16384 (This gives you just the equator – latitude 16384 RUU only, which is 90 degrees )
    • Z = 0 - r, where r is the radius you want for the disc in UU.

Preset Shapes

MeshSpawningStaticMesh
A StaticMesh, whose vertices should be used as possible start location offsets.
The ParticleMeshes package provides some useful StaticMeshes for this.
MeshSpawning
usually PTMS_Random, but PTMS_Linear might be good for certain effects
MeshScaleRange
Similar to DrawScale3D for actors. Use this to scale the StaticMesh if it's too large or too small.

Colors

Confetti

To get multicolored particles spawning, use Color → ColorMultiplierRange. Set all three X, Y, Z components to the range 0.5 - 1, for example.

Ready-cooked examples

Beam

Lighting from Asbestos:

BeamDistanceRange=(Min=120.000000,Max=120.000000)
DetermineEndPointBy=PTEP_Distance
BeamTextureUScale=3.000000
HighFrequencyNoiseRange=(X=(Min=-10.000000,Max=10.000000),Y=(Min=-10.000000,Max=10.000000))
HighFrequencyPoints=4
FadeOutStartTime=0.180000
FadeOut=True
CoordinateSystem=PTCS_Relative
StartLocationShape=PTLS_Polar
StartLocationPolarRange=(Z=(Min=-150.000000,Max=150.000000))
AlphaTest=False
RevolutionsPerSecondRange=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
UseRotationFrom=PTRS_Normal
RotationOffset=(Yaw=-16384)
StartSizeRange=(X=(Min=40.000000,Max=40.000000),Y=(Min=2.000000,Max=2.000000))
Texture=Texture'EpicParticles.Beams.HotBolt01aw'
LifetimeRange=(Min=0.200000,Max=0.250000)
StartVelocityRange=(X=(Min=-51.000000,Max=51.000000),Y=(Min=-51.000000,Max=51.000000))
GetVelocityDirectionFrom=PTVD_AddRadial
WarmupTicksPerSecond=1.000000
RelativeWarmupTime=1.000000

Sprite

Rising bubbles as in DM-Oceanic. These are in a line

Acceleration=(Z=35.000000)
MaxParticles=30
StartLocationRange=(X=(Min=-150.000000,Max=150.000000))
UseRotationFrom=PTRS_Actor
SpinParticles=True
StartSpinRange=(X=(Min=0.500000,Max=0.400000))
StartSizeRange=(X=(Min=1.000000,Max=6.000000),Y=(Min=1.000000,Max=6.000000))
UniformSize=True
Texture=Texture'AWGlobal.Liquids.Bubble01aw'
LifetimeRange=(Min=6.000000,Max=6.000000)
WarmupTicksPerSecond=1.000000
RelativeWarmupTime=1.000000

Discussion

ZxAnPhOrIaN: Should this have subpages with the actual copy n' paste stuff directly from the editor? It will save the mapper tons of time creating it, and still have the original stuff here.

Tarquin: If you want to copy emitters from other maps, you don't need the wiki: open the map, copy, paste into your map. The above lists need trimming down a bit, but I don't yet understand what all the properties do...

Wormbo: More examples can be found at udncontent logo EmittersExamples, Emitters and ParticleEmitter subclasses are explained at udncontent logo EmittersTutorial

Tarquin: HElp! where do I find this texture: http://udn.epicgames.com/Two/EmittersExamples#The_Mist (or a decent equivalent?)

JonAzz: Just use the picture of the texture provided there or this one: http://forums.beyondunreal.com/showpost.php?p=1460381&postcount=8

Bob_The_Beheader: I've had some trouble making spark emmiters to give the effect of a short in an electrical system or something like that. Could someone please write the ingrediants for something like that?

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