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Class AnimNotifyState_TimedParticleEffect

Timed Particle Effect Notify Allows a looping particle effect to be played in an animation that will activate at the beginning of the notify and deactivate at the end.

Inheritance
System.Object
UObject
AnimNotifyState
AnimNotifyState_TimedParticleEffect
Inherited Members
AnimNotifyState.Received_NotifyBegin
AnimNotifyState.Received_NotifyEnd
AnimNotifyState.Received_NotifyTick
AnimNotifyState.GetNotifyName
AnimNotifyState.NotifyColor
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class AnimNotifyState_TimedParticleEffect : AnimNotifyState

Properties

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bDestroyAtEnd

Declaration
public bool bDestroyAtEnd { get; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static AnimNotifyState_TimedParticleEffect DefaultObject { get; }
Property Value
Type Description
AnimNotifyState_TimedParticleEffect
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LocationOffset

Offset from the socket or bone to place the particle system

Declaration
public Vector LocationOffset { get; }
Property Value
Type Description
Vector
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PreviousPSTemplates

The following arrays are used to handle property changes during a state.

Declaration
public ObjectArrayField<ParticleSystem> PreviousPSTemplates { get; }
Property Value
Type Description
ObjectArrayField<ParticleSystem>
Remarks

Because we can't store any stateful data here we can't know which emitter is ours. The best metric we have is an emitter on our Mesh Component with the same template and socket name we have defined. Because these can change at any time we need to track previous versions when we are in an editor build. Refactor when stateful data is possible, tracking our component instead.

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PSTemplate

The particle system to spawn for the notify state

Declaration
public ParticleSystem PSTemplate { get; }
Property Value
Type Description
ParticleSystem
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RotationOffset

Rotation offset from the socket or bone for the particle system

Declaration
public Rotator RotationOffset { get; }
Property Value
Type Description
Rotator
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SocketName

The socket or bone to attach the system to

Declaration
public Name SocketName { get; }
Property Value
Type Description
Name
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static AnimNotifyState_TimedParticleEffect New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
AnimNotifyState_TimedParticleEffect

Operators

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Implicit(IntPtr to AnimNotifyState_TimedParticleEffect)

Convert from IntPtr to UObject

Declaration
public static implicit operator AnimNotifyState_TimedParticleEffect(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
AnimNotifyState_TimedParticleEffect
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