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Class ParticleModuleCollision

Particle Module Collision

Inheritance
System.Object
UObject
ParticleModule
ParticleModuleCollisionBase
ParticleModuleCollision
Inherited Members
ParticleModule.bSpawnModule
ParticleModule.bUpdateModule
ParticleModule.bFinalUpdateModule
ParticleModule.bUpdateForGPUEmitter
ParticleModule.bCurvesAsColor
ParticleModule.b3DDrawMode
ParticleModule.bSupported3DDrawMode
ParticleModule.bEnabled
ParticleModule.bEditable
ParticleModule.LODDuplicate
ParticleModule.bSupportsRandomSeed
ParticleModule.bRequiresLoopingNotification
ParticleModule.LODValidity
ParticleModule.ModuleEditorColor
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 ParticleModuleCollision : ParticleModuleCollisionBase

Properties

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bApplyPhysics

Declaration
public bool bApplyPhysics { get; set; }
Property Value
Type Description
System.Boolean
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bCollideOnlyIfVisible

Declaration
public bool bCollideOnlyIfVisible { get; set; }
Property Value
Type Description
System.Boolean
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bDropDetail

Declaration
public bool bDropDetail { get; set; }
Property Value
Type Description
System.Boolean
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bIgnoreSourceActor

Declaration
public bool bIgnoreSourceActor { get; set; }
Property Value
Type Description
System.Boolean
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bIgnoreTriggerVolumes

Declaration
public bool bIgnoreTriggerVolumes { get; set; }
Property Value
Type Description
System.Boolean
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bOnlyVerticalNormalsDecrementCount

Declaration
public bool bOnlyVerticalNormalsDecrementCount { get; set; }
Property Value
Type Description
System.Boolean
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bPawnsDoNotDecrementCount

Declaration
public bool bPawnsDoNotDecrementCount { get; set; }
Property Value
Type Description
System.Boolean
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CollisionCompletionOption

What to do once a particles MaxCollisions is reached.

Declaration
public byte CollisionCompletionOption { get; set; }
Property Value
Type Description
System.Byte
Remarks

One of the following: EPCC_Kill Kill the particle when MaxCollisions is reached EPCC_Freeze Freeze in place, NO MORE UPDATES EPCC_HaltCollisions, Stop collision checks, keep updating everything EPCC_FreezeTranslation, Stop translations, keep updating everything else EPCC_FreezeRotation, Stop rotations, keep updating everything else EPCC_FreezeMovement Stop all movement, keep updating

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DampingFactor

How much to `slow' the velocity of the particle after a collision.

Declaration
public RawDistributionVector DampingFactor { get; set; }
Property Value
Type Description
RawDistributionVector
Remarks

Value is obtained using the EmitterTime at particle spawn.

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DampingFactorRotation

How much to `slow' the rotation of the particle after a collision.

Declaration
public RawDistributionVector DampingFactorRotation { get; set; }
Property Value
Type Description
RawDistributionVector
Remarks

Value is obtained using the EmitterTime at particle spawn.

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static ParticleModuleCollision DefaultObject { get; }
Property Value
Type Description
ParticleModuleCollision
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DelayAmount

How long to delay before checking a particle for collisions.

Declaration
public RawDistributionFloat DelayAmount { get; set; }
Property Value
Type Description
RawDistributionFloat
Remarks

Value is retrieved using the EmitterTime. During update, the particle flag IgnoreCollisions will be set until the particle RelativeTime has surpassed the DelayAmount.

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DirScalar

The directional scalar value - used to scale the bounds to 'assist' in avoiding inter-penetration or large gaps.

Declaration
public float DirScalar { get; set; }
Property Value
Type Description
System.Single
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MaxCollisionDistance

Max distance at which particle collision will occur.

Declaration
public float MaxCollisionDistance { get; set; }
Property Value
Type Description
System.Single
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MaxCollisions

The maximum number of collisions a particle can have.

Declaration
public RawDistributionFloat MaxCollisions { get; set; }
Property Value
Type Description
RawDistributionFloat
Remarks

Value is obtained using the EmitterTime at particle spawn.

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ParticleMass

The mass of the particle - for use when bApplyPhysics is true.

Declaration
public RawDistributionFloat ParticleMass { get; set; }
Property Value
Type Description
RawDistributionFloat
Remarks

Value is obtained using the EmitterTime at particle spawn.

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StaticClass

Get UE4 Class

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

The fudge factor to use to determine vertical.

Declaration
public float VerticalFudgeFactor { get; set; }
Property Value
Type Description
System.Single
Remarks

True vertical will have a Hit.Normal.Z == 1.0 This will allow for Z components in the range of [1.0-VerticalFudgeFactor..1.0] to count as vertical collisions.

Methods

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to ParticleModuleCollision)

Convert from IntPtr to UObject

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