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RParticles?/ParticleSystem

UT :: Actor (UT) >> ParticleSystem

This class is part of RParticles by Raven

This is base class for ParticleSystem. It holds everything together and contain basic enums and structures.

ENUMS

EAccelType

ACC_Addictive
acceleration will be added to velocity.
ACC_Multiply
velocity will be multiplied by acceleration.

ESizeType

ST_Normal
particle will not change size
ST_Grow
particle will grow (ParticleGrowth)
ST_Shrink
particle will shrink (ParticleShrink)
ST_Cycle
particle will cyclically shrinks and grow

ESizing

SIZING_Infinity
particle will grow/shrink till lifespan ends
SIZING_UserDecided
particle will grow/shrink till DrawScale reach specified size

ETAnim

AN_PlayOnce
should animation be played only once
AN_Loop
or should it be looped

EFType

FACE_None
rotation is not changed
FACE_Velocity
mesh always faces velocity
FACE_Actor
mesh always faces chosen actor

EDest

DEST_None
no destination :)
DEST_Once
will pick target's destination only once
DEST_Seek
will constantly try to found a way to destination actor

Structures

SAdvanced

bool bUseParticleClass
can we use custom class
class<BasicParticle> ParticleClass
custom class

SAnimation

texture AnimTextures[60]
animation textures
int NumOfTextures
number of textures
bool DefineAnimationStorage
should animated textures be taken from 'AnimationStorage' class (for coders)
class<ParticleAnimationStorage> ParticleAnimationStorage
stores animations (for coders)

SBounce

bool CanBounce
can we use bounce
float BounceRatio
bounce ratio
float BounceModifier
bounce height (when landed)
bool EndlessBounce
will bounce till it die if true
int BounceNum
if EndlessBounce is false this is number of bounces

SBuoyance

bool CanBuoyance
can buoyancy in water
bool SplashWhenHitWater
splash when hit water
bool SoundWhenHitWater
plays sound when hit water
float ParticleBuoyancy
particle buoyancy
float ParticleMass
particle mass

SCollision

bool ParticlesUseCollision
particle should collide with world and actors?
float ParticleCollisonRadius
collision radius
float ParticleCollisonHeight
collision height
bool CollideWithActors
will collide with actors if true
bool BlockPlayers
will block players if true
bool BlockActors
will block actors if true
bool ParticleCollideWorld
will Collide world
bool DestroyWhenTouch
will destroy particle when touching an actor
bool DestroyWhenColideWorld
will destroy particle when touching world geometry (eg walls)
bool DestroyWhenLand
will destroy particle when land
bool DestroyWhenTouchWater
will destroy particle when touches water
bool StopWhenTouchWall
will stop when touches world geometry
bool StopWhenTouchPawn
will stop when touches pawn
bool StickToWall
will stick to wall
bool StickToPawn
will stick to pawn
bool bSpawnLandEffect
spawn effect when landed
class<actor> LandEffect
land effect
bool bOverrideWaterEntrySound
override default water entry sound (if particles_use_collision is false)
sound WaterEntrySound
water entry sound
bool bOverrideWaterEntryEffect
override default water entry actor (if particles_use_collision is false)
class<actor> WaterEntryActor
water entry actor
bool bSpawnEffectOnDestroy
spawn effect when destroy
class<actor> DestroyEffect
destroy effect

SDamage

bool ParticleGivesDamage
particle will give damage when touching actor
name ParticleDamageType
damage type
int ParticleDamage
damage
bool PlayerTakeDamage
player pawn can be damaged
bool ScriptedPawnTakeDamage
scripted pawns can be damaged
bool FlockPawnTakeDamage
flock pawns can be damaged
bool OtherActorTakeDamage
all other actors such as eg. wooden boxes can be damaged
int MomentumTransfer
momentum transfer

SDecal

texture ParticleDecalTexture
texture used for decal
bool ParticleSpawnDecal
particle will spawn decal (true) when they hit wall
class<decal> ParticleDecal
decal class
float ParticleDecalSize
decal size
bool bLimitDecals
if true, decals will be limited

SSize

ESizeType SizeType
size type
  • ST_Normal : particle will not change size
  • ST_Grow : particle will grow (ParticleGrowth)
  • ST_Shrink : particle will shrink (ParticleShrink)
  • ST_Cycle : particle will cyclically shrinks and grow
ESizing Sizing
describes end size of particle (not used if SizeType is ST_Cycle)
  • SIZING_Infinity: particle will grow/shrink till lifespan ends
  • SIZING_UserDecided : particle will grow/shrink till DrawScale reach specified size
float ParticleDrawScale
particle default size
float ParticleDrawScaleVariance
particle default size variance
float ParticleGrowth
particle grow rate (absolute number)
float float ParticleShrink
particle shrink rate (absolute number)
float MinSize
the smallest of particle (only if SizeType is ST_Cycle)
float float MaxSize
the biggest size of particle (only if SizeType is ST_Cycle)

SDisplay

ERenderStyle ParticleStyle
particle render style
bool bUnlitParticle
is particle unlit
bool bParticleCastShadow
particle cast shadow
bool bParticleMeshEnviroMap
only when particle is a mesh
bool bUseMesh
particle will use mesh instead of sprite
mesh PraticleMesh
mesh (if use_mesh is true)
bool bUseRandomTexture
uses random texture from anim_textures
texture ParticleTexture
particle texture (if doesn't use particle animation
bool bUseSpriteAnimation
particle will use sprite animation

SFading

bool CanFadeOut
can fade out
bool CanFadeIn
can fade in
float InitailScaleGlow
initial glow
float FadeOutTime
fade out time
float FadeOutScaleFactor
fade out scale factor
float FadeInTime
fade in time
float FadeInScaleFactor
fade scale factor

SLight

bool CastLight;
particle will cast light!!

SLightColor

byte ParticleLightBrightness
light brightness
byte ParticleLightHue
light hue
byte ParticleLightSaturation
light satruation

SLighting

ELightType ParticleLightType
light type (can lag :))
ELightEffect ParticleLightEffect
light effect (can lag :))
byte ParticleLightRadius
light radius
byte ParticleLightPeriod
light period
byte ParticleLightPhase
light phase
byte ParticleLightCone
light cone
byte ParticleVolumeBrightness
volume brightness
byte ParticleVolumeRadius
volume radius
byte ParticleVolumeFog
volume fog

SGlobal

float ParticleLifeTime
lifespan (in seconds)
float ParticleLifeTimeVariance
lifespan variance (in seconds)
bool bDefineSpeedAsVector
defines speed as a vector
vector BaseSpeed
base particle speed (if bDefineSpeedAsVector is true)
float SpeedVariance
speed variance
float ParticleSpeed
speed when particle system is rotated as generator
float SprayFactor
spray
float SprayFactorVariance
spray vairance

SMain

bool bForceGlobalSettings
will force settings from SGlobal
rotator ParticleRotation
custom particle rotation (useful when we have mesh instead of sprite)
bool bUseParticleRotation
should we use custom particle rotation
float ParticleLifeTime
lifespan (in seconds)
float ParticleLifeTimeVariance
lifespan variance (in seconds)
float ParticleSlowingDownFactor
particle slow down factor (can not be 0 (!!) 1.0 : no slow down, higher then 1.0 : faster, lower then 1.0 : lower)
bool bMoveSmooth
particle will move smooth
bool bDefineSpeedAsVector
defines speed as a vector
vector BaseSpeed
base particle speed (if bDefineSpeedAsVector is true)
float SpeedVariance
speed variance
float ParticleSpeed
speed when particle system is rotated as generator
float SprayFactor
spray
float SprayFactorVariance
spray vairance

SPPhysics

EPhysics ParticlePhysics
custom physic
bool bCanAccelerate
particle can accelerate
vector AccelerateFactor
accelerate factor
vector TerminalVelocity
max accelerate
EAccelType AccelerationType
acceleration type
  • ACC_Addictive : acceleration will be added to velocity.
  • ACC_Multiply : velocity will be multiplied by acceleration.

SSound

sound BornSound
when particle starts it's life
sound FlyingSound
particle flying sound
sound DyingSound
particle dying sound
sound LandingSound
particle landing sound
sound HittingSound
when particle hit's wall
sound TouchingSound
when particle hits an actor
ESoundSlot ParticleSoundSlot
sound slot
float ParticleSoundVolume
sound volume
bool ParticleSoundbNoOverride
sound no override
float ParticleSoundRadius
sound radius
float ParticleSoundPitch
sound pitch

SVelocity

bool bUseInvertVelocity
whenever particle velocity should be changed
bool InvertX
X-Axis velocity will be inverted (Velocity.X*=-1)
bool InvertY
Y-Axis velocity will be inverted (Velocity.Y*=-1)
bool InvertZ
Z-Axis velocity will be inverted (Velocity.Z*=-1)
float InvertDelay
change time

SSpawnPlace

vector OwnEffectArea
each template can override effect area
bool bUseOwnEffectArea
overrided effect area

SDest

actor Destination
particle destination
EDest DestinationType
type of destination
bool bForceFollow
will ignore anything just to reach destination

SMesh

bool bAnimatedMesh
if mesh have to be animated
name AnimationName
name of animation which should be played
float AnimationRate
animation rate
float TweenRate
tween rate
ETAnim AnimationType
animation type
EFType FaceObject
object particle should face
actor LookTarget
Used if DynamicRotation == FACE_Actor
rotator MeshRotationRate
rotation rate (only if DynamicRotation == FACE_None)

SRot

bool bRandomizeRotation
uses random rotation
bool bRandPitch
random pitch
bool bRandYaw
random yaw
bool bRandRoll
randomed roll
rotator MinRotation
min rotation
rotator MaxRotation
max rotation
bool bForceRndRot
forces RotRand() function

Category Class (UT)

Category Mapping
Category Custom Class

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