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Class ParticleModuleTypeDataMesh

Particle Module Type Data Mesh

Inheritance
System.Object
UObject
ParticleModule
ParticleModuleTypeDataBase
ParticleModuleTypeDataMesh
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 ParticleModuleTypeDataMesh : ParticleModuleTypeDataBase

Properties

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AxisLockOption

The axis to lock the mesh on.

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

This overrides TypeSpecific mesh alignment as well as the LockAxis module. EPAL_NONE - No locking to an axis. EPAL_X - Lock the mesh X-axis facing towards +X. EPAL_Y - Lock the mesh X-axis facing towards +Y. EPAL_Z - Lock the mesh X-axis facing towards +Z. EPAL_NEGATIVE_X - Lock the mesh X-axis facing towards -X. EPAL_NEGATIVE_Y - Lock the mesh X-axis facing towards -Y. EPAL_NEGATIVE_Z - Lock the mesh X-axis facing towards -Z. EPAL_ROTATE_X - Ignored for mesh emitters. Treated as EPAL_NONE. EPAL_ROTATE_Y - Ignored for mesh emitters. Treated as EPAL_NONE. EPAL_ROTATE_Z - Ignored for mesh emitters. Treated as EPAL_NONE.

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bApplyParticleRotationAsSpin

Declaration
public bool bApplyParticleRotationAsSpin { get; set; }
Property Value
Type Description
System.Boolean
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bCameraFacing

Declaration
public bool bCameraFacing { get; set; }
Property Value
Type Description
System.Boolean
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bCollisionsConsiderPartilceSize

Declaration
public bool bCollisionsConsiderPartilceSize { get; set; }
Property Value
Type Description
System.Boolean
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bEnableMotionBlur

Declaration
public bool bEnableMotionBlur { get; set; }
Property Value
Type Description
System.Boolean
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bFaceCameraDirectionRatherThanPosition

Declaration
public bool bFaceCameraDirectionRatherThanPosition { get; set; }
Property Value
Type Description
System.Boolean
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bOverrideDefaultMotionBlurSettings

Declaration
public bool bOverrideDefaultMotionBlurSettings { get; set; }
Property Value
Type Description
System.Boolean
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bOverrideMaterial

Declaration
public bool bOverrideMaterial { get; set; }
Property Value
Type Description
System.Boolean
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bUseStaticMeshLODs

Declaration
public bool bUseStaticMeshLODs { get; set; }
Property Value
Type Description
System.Boolean
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CameraFacingOption

The camera facing option to use: All camera facing options without locked axis assume X-axis will be facing the camera.

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

XAxisFacing_NoUp - X-axis camera facing, no attempt to face an axis up or down. XAxisFacing_ZUp - X-axis camera facing, Z-axis of the mesh should attempt to point up. XAxisFacing_NegativeZUp - X-axis camera facing, Z-axis of the mesh should attempt to point down. XAxisFacing_YUp - X-axis camera facing, Y-axis of the mesh should attempt to point up. XAxisFacing_NegativeYUp - X-axis camera facing, Y-axis of the mesh should attempt to point down. All axis-locked camera facing options assume the AxisLockOption is set. EPAL_NONE will be treated as EPAL_X. LockedAxis_ZAxisFacing - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face towards camera. LockedAxis_NegativeZAxisFacing - X-axis locked on AxisLockOption axis, rotate Z-axis of the mesh to face away from camera. LockedAxis_YAxisFacing - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face towards camera. LockedAxis_NegativeYAxisFacing - X-axis locked on AxisLockOption axis, rotate Y-axis of the mesh to face away from camera. All velocity-aligned options do NOT require the ScreenAlignment be set to PSA_Velocity. Doing so will result in additional work being performed... (it will orient the mesh twice). VelocityAligned_ZAxisFacing - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face towards camera. VelocityAligned_NegativeZAxisFacing - X-axis aligned to the velocity, rotate the Z-axis of the mesh to face away from camera. VelocityAligned_YAxisFacing - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face towards camera. VelocityAligned_NegativeYAxisFacing - X-axis aligned to the velocity, rotate the Y-axis of the mesh to face away from camera.

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CastShadows

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

Get UE4 Default Object for this Class

Declaration
public static ParticleModuleTypeDataMesh DefaultObject { get; }
Property Value
Type Description
ParticleModuleTypeDataMesh
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DoCollisions

Declaration
public bool DoCollisions { get; set; }
Property Value
Type Description
System.Boolean
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LODSizeScale

use the static mesh's LOD setup and switch LODs based on largest particle's screen size

Declaration
public float LODSizeScale { get; set; }
Property Value
Type Description
System.Single
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Mesh

The static mesh to render at the particle positions

Declaration
public StaticMesh Mesh { get; set; }
Property Value
Type Description
StaticMesh
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MeshAlignment

The alignment to use on the meshes emitted.

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

The RequiredModule->ScreenAlignment MUST be set to PSA_TypeSpecific to use. One of the following: PSMA_MeshFaceCameraWithRoll Face the camera allowing for rotation around the mesh-to-camera FVector (amount provided by the standard particle sprite rotation). PSMA_MeshFaceCameraWithSpin Face the camera allowing for the mesh to rotate about the tangential axis. PSMA_MeshFaceCameraWithLockedAxis Face the camera while maintaining the up FVector as the locked direction.

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RollPitchYawRange

The 'pre' rotation pitch (in degrees) to apply to the static mesh used.

Declaration
public RawDistributionVector RollPitchYawRange { get; set; }
Property Value
Type Description
RawDistributionVector
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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 ParticleModuleTypeDataMesh New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
ParticleModuleTypeDataMesh

Operators

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Implicit(IntPtr to ParticleModuleTypeDataMesh)

Convert from IntPtr to UObject

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