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Class ParticleModuleSubUV

Particle Module Sub UV

Inheritance
System.Object
UObject
ParticleModule
ParticleModuleSubUVBase
ParticleModuleSubUV
ParticleModuleSubUVMovie
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 ParticleModuleSubUV : ParticleModuleSubUVBase

Properties

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Animation

SubUV animation asset to use.

Declaration
public SubUVAnimation Animation { get; set; }
Property Value
Type Description
SubUVAnimation
Remarks

When specified, optimal bounding geometry for each SubUV frame will be used when rendering the sprites for this emitter instead of full quads. This reduction in overdraw can reduce the GPU cost of rendering the emitter by 2x or 3x, depending on how much unused space was in the texture. The bounding geometry is generated off of the texture alpha setup in the SubUV Animation asset, so that has to match what the material is using for opacity, or clipping will occur. When specified, SubImages_Horizontal and SubImages_Vertical will come from the asset instead of the Required Module.

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bUseRealTime

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

Get UE4 Default Object for this Class

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

Get UE4 Class

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

The index of the sub-image that should be used for the particle.

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

The value is retrieved using the RelativeTime of the particles.

Methods

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to ParticleModuleSubUV)

Convert from IntPtr to UObject

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