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Class ParticleModuleRequired

Particle Module Required

Inheritance
System.Object
UObject
ParticleModule
ParticleModuleRequired
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 ParticleModuleRequired : ParticleModule

Properties

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AlphaThreshold

Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry.

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

Raising this threshold slightly can reduce overdraw in particles using this animation asset.

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bDelayFirstLoopOnly

Declaration
public bool bDelayFirstLoopOnly { get; set; }
Property Value
Type Description
System.Boolean
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bDurationRecalcEachLoop

Declaration
public bool bDurationRecalcEachLoop { get; set; }
Property Value
Type Description
System.Boolean
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bEmitterDelayUseRange

Declaration
public bool bEmitterDelayUseRange { get; set; }
Property Value
Type Description
System.Boolean
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bEmitterDurationUseRange

Declaration
public bool bEmitterDurationUseRange { get; set; }
Property Value
Type Description
System.Boolean
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bKillOnCompleted

Declaration
public bool bKillOnCompleted { get; set; }
Property Value
Type Description
System.Boolean
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bKillOnDeactivate

Declaration
public bool bKillOnDeactivate { get; set; }
Property Value
Type Description
System.Boolean
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bOrbitModuleAffectsVelocityAlignment

Declaration
public bool bOrbitModuleAffectsVelocityAlignment { get; set; }
Property Value
Type Description
System.Boolean
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BoundingMode

More bounding vertices results in reduced overdraw, but adds more triangle overhead.

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

The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large.

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bOverrideSystemMacroUV

Declaration
public bool bOverrideSystemMacroUV { get; set; }
Property Value
Type Description
System.Boolean
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bRemoveHMDRoll

Declaration
public bool bRemoveHMDRoll { get; set; }
Property Value
Type Description
System.Boolean
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bScaleUV

Declaration
public bool bScaleUV { get; set; }
Property Value
Type Description
System.Boolean
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bUseLegacyEmitterTime

Declaration
public bool bUseLegacyEmitterTime { get; set; }
Property Value
Type Description
System.Boolean
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bUseLocalSpace

Declaration
public bool bUseLocalSpace { get; set; }
Property Value
Type Description
System.Boolean
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bUseMaxDrawCount

Declaration
public bool bUseMaxDrawCount { get; set; }
Property Value
Type Description
System.Boolean
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CutoutTexture

Texture to generate bounding geometry from.

Declaration
public Texture2D CutoutTexture { get; set; }
Property Value
Type Description
Texture2D
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static ParticleModuleRequired DefaultObject { get; }
Property Value
Type Description
ParticleModuleRequired
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EmitterDelay

Indicates the time (in seconds) that this emitter should be delayed in the particle system.

Declaration
public float EmitterDelay { get; set; }
Property Value
Type Description
System.Single
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EmitterDelayLow

The low end of the emitter delay if using a range.

Declaration
public float EmitterDelayLow { get; set; }
Property Value
Type Description
System.Single
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EmitterDuration

How long, in seconds, the emitter will run before looping.

Declaration
public float EmitterDuration { get; set; }
Property Value
Type Description
System.Single
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EmitterDurationLow

The low end of the emitter duration if using a range.

Declaration
public float EmitterDurationLow { get; set; }
Property Value
Type Description
System.Single
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EmitterLoops

The number of times to loop the emitter.

Declaration
public int EmitterLoops { get; set; }
Property Value
Type Description
System.Int32
Remarks

0 indicates loop continuously

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EmitterNormalsMode

Normal generation mode for this emitter LOD.

Declaration
public byte EmitterNormalsMode { get; set; }
Property Value
Type Description
System.Byte
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EmitterOrigin

Emitter Origin

Declaration
public Vector EmitterOrigin { get; set; }
Property Value
Type Description
Vector
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EmitterRotation

Emitter Rotation

Declaration
public Rotator EmitterRotation { get; set; }
Property Value
Type Description
Rotator
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InterpolationMethod

The interpolation method to used for the SubUV image selection.

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

One of the following: PSUVIM_None - Do not apply SubUV modules to this emitter. PSUVIM_Linear - Smoothly transition between sub-images in the given order, with no blending between the current and the next PSUVIM_Linear_Blend - Smoothly transition between sub-images in the given order, blending between the current and the next PSUVIM_Random - Pick the next image at random, with no blending between the current and the next PSUVIM_Random_Blend - Pick the next image at random, blending between the current and the next

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MacroUVPosition

Local space position that UVs generated with the ParticleMacroUV material node will be centered on.

Declaration
public Vector MacroUVPosition { get; set; }
Property Value
Type Description
Vector
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MacroUVRadius

World space radius that UVs generated with the ParticleMacroUV material node will tile based on.

Declaration
public float MacroUVRadius { get; set; }
Property Value
Type Description
System.Single
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Material

The material to utilize for the emitter at this LOD level.

Declaration
public MaterialInterface Material { get; set; }
Property Value
Type Description
MaterialInterface
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MaxDrawCount

The maximum number of particles to DRAW for this emitter.

Declaration
public int MaxDrawCount { get; set; }
Property Value
Type Description
System.Int32
Remarks

If set to 0, it will use whatever number are present.

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MaxFacingCameraBlendDistance

The distance at which PSA_FacingCameraDistanceBlend is fully PSA_FacingCameraPosition

Declaration
public float MaxFacingCameraBlendDistance { get; set; }
Property Value
Type Description
System.Single
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MinFacingCameraBlendDistance

The distance at which PSA_FacingCameraDistanceBlend is fully PSA_Square

Declaration
public float MinFacingCameraBlendDistance { get; set; }
Property Value
Type Description
System.Single
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NormalsCylinderDirection

When EmitterNormalsMode is ENM_Cylindrical, particle normals are created to face away from the cylinder going through NormalsSphereCenter in the direction NormalsCylinderDirection.

Declaration
public Vector NormalsCylinderDirection { get; set; }
Property Value
Type Description
Vector
Remarks

NormalsCylinderDirection is in local space.

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NormalsSphereCenter

When EmitterNormalsMode is ENM_Spherical, particle normals are created to face away from NormalsSphereCenter.

Declaration
public Vector NormalsSphereCenter { get; set; }
Property Value
Type Description
Vector
Remarks

NormalsSphereCenter is in local space.

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OpacitySourceMode

Opacity Source Mode

Declaration
public byte OpacitySourceMode { get; set; }
Property Value
Type Description
System.Byte
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ParticleBurstMethod

The method to utilize when burst-emitting particles

Declaration
public byte ParticleBurstMethod { get; set; }
Property Value
Type Description
System.Byte
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RandomImageChanges

The number of times to change a random image over the life of the particle.

Declaration
public int RandomImageChanges { get; set; }
Property Value
Type Description
System.Int32
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RandomImageTime

The amount of time (particle-relative, 0.

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

0 to 1.0) to 'lock' on a random sub image 0.0 = change every frame 1.0 = select a random image at spawn and hold for the life of the particle

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ScreenAlignment

The screen alignment to utilize for the emitter at this LOD level.

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

One of the following: PSA_FacingCameraPosition - Faces the camera position, but is not dependent on the camera rotation. This method produces more stable particles under camera rotation. PSA_Square - Uniform scale (via SizeX) facing the camera PSA_Rectangle - Non-uniform scale (via SizeX and SizeY) facing the camera PSA_Velocity - Orient the particle towards both the camera and the direction the particle is moving. Non-uniform scaling is allowed. PSA_TypeSpecific - Use the alignment method indicated in the type data module. PSA_FacingCameraDistanceBlend - Blends between PSA_FacingCameraPosition and PSA_Square over specified distance.

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SortMode

The sorting mode to use for this emitter.

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

PSORTMODE_None - No sorting required. PSORTMODE_ViewProjDepth - Sort by view projected depth of the particle. PSORTMODE_DistanceToView - Sort by distance of particle to view in world space. PSORTMODE_Age_OldestFirst - Sort by age, oldest drawn first. PSORTMODE_Age_NewestFirst - Sort by age, newest drawn first.

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SpawnRate

The rate at which to spawn particles

Declaration
public RawDistributionFloat SpawnRate { get; set; }
Property Value
Type Description
RawDistributionFloat
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StaticClass

Get UE4 Class

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

The number of sub-images horizontally in the texture

Declaration
public int SubImages_Horizontal { get; set; }
Property Value
Type Description
System.Int32
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SubImages_Vertical

The number of sub-images vertically in the texture

Declaration
public int SubImages_Vertical { get; set; }
Property Value
Type Description
System.Int32

Methods

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to ParticleModuleRequired)

Convert from IntPtr to UObject

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