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Class ParticleSystem

A ParticleSystem is a complete particle effect that contains any number of ParticleEmitters.

Inheritance
System.Object
UObject
ParticleSystem
Inherited Members
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 ParticleSystem : UObject
Remarks

By allowing multiple emitters in a system, the designer can create elaborate particle effects that are held in a single system. Once created using Cascade, a ParticleSystem can then be inserted into a level or created in script.

Properties

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BackgroundColor

The background color to display in Cascade

Declaration
public Color BackgroundColor { get; set; }
Property Value
Type Description
Color
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bAutoDeactivate

Declaration
public bool bAutoDeactivate { get; set; }
Property Value
Type Description
System.Boolean
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bHasPhysics

Declaration
public bool bHasPhysics { get; set; }
Property Value
Type Description
System.Boolean
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bOrientZAxisTowardCamera

Declaration
public bool bOrientZAxisTowardCamera { get; set; }
Property Value
Type Description
System.Boolean
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bRegenerateLODDuplicate

Declaration
public bool bRegenerateLODDuplicate { get; set; }
Property Value
Type Description
System.Boolean
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bShouldResetPeakCounts

Declaration
public bool bShouldResetPeakCounts { get; set; }
Property Value
Type Description
System.Boolean
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bUseDelayRange

Declaration
public bool bUseDelayRange { get; set; }
Property Value
Type Description
System.Boolean
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bUseFixedRelativeBoundingBox

Declaration
public bool bUseFixedRelativeBoundingBox { get; set; }
Property Value
Type Description
System.Boolean
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bUseRealtimeThumbnail

Declaration
public bool bUseRealtimeThumbnail { get; set; }
Property Value
Type Description
System.Boolean
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CurveEdSetup

Used for curve editor to remember curve-editing setup.

Declaration
public InterpCurveEdSetup CurveEdSetup { get; set; }
Property Value
Type Description
InterpCurveEdSetup
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CustomOcclusionBounds

The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds

Declaration
public Box CustomOcclusionBounds { get; set; }
Property Value
Type Description
Box
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static ParticleSystem DefaultObject { get; }
Property Value
Type Description
ParticleSystem
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Delay

How long this Particle system should delay when ActivateSystem is called on it.

Declaration
public float Delay { get; set; }
Property Value
Type Description
System.Single
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DelayLow

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

Declaration
public float DelayLow { get; set; }
Property Value
Type Description
System.Single
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EditorLODSetting

LOD setting for intepolation (set by Cascade) Range [0..100]

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

Emitters - internal - the array of emitters in the system

Declaration
public ObjectArrayField<ParticleEmitter> Emitters { get; }
Property Value
Type Description
ObjectArrayField<ParticleEmitter>
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FixedRelativeBoundingBox

Fixed relative bounding box for particle system.

Declaration
public Box FixedRelativeBoundingBox { get; set; }
Property Value
Type Description
Box
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FloorPosition

Floor Position

Declaration
public Vector FloorPosition { get; set; }
Property Value
Type Description
Vector
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FloorRotation

Floor Rotation

Declaration
public Rotator FloorRotation { get; set; }
Property Value
Type Description
Rotator
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FloorScale

Floor Scale

Declaration
public float FloorScale { get; set; }
Property Value
Type Description
System.Single
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FloorScale3D

Floor Scale 3D

Declaration
public Vector FloorScale3D { get; set; }
Property Value
Type Description
Vector
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InsignificanceDelay

Time delay between all emitters becoming insignificant and the systems insignificant reaction.

Declaration
public float InsignificanceDelay { get; set; }
Property Value
Type Description
System.Single
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LODDistanceCheckTime

How often (in seconds) the system should perform the LOD distance check.

Declaration
public float LODDistanceCheckTime { get; set; }
Property Value
Type Description
System.Single
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LODMethod

The method of LOD level determination to utilize for this particle system PARTICLESYSTEMLODMETHOD_Automatic - Automatically set the LOD level, checking every LODDistanceCheckTime seconds.

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

PARTICLESYSTEMLODMETHOD_DirectSet - LOD level is directly set by the game code. PARTICLESYSTEMLODMETHOD_ActivateAutomatic - LOD level is determined at Activation time, then left alone unless directly set by game code.

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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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OcclusionBoundsMethod

Which occlusion bounds method to use for this particle system.

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

EPSOBM_None - Don't determine occlusion for this system. EPSOBM_ParticleBounds - Use the bounds of the component when determining occlusion.

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PreviewComponent

The component used to preview the particle system in Cascade

Declaration
public ParticleSystemComponent PreviewComponent { get; set; }
Property Value
Type Description
ParticleSystemComponent
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SecondsBeforeInactive

Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.

Declaration
public float SecondsBeforeInactive { get; set; }
Property Value
Type Description
System.Single
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StaticClass

Get UE4 Class

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

System Update Mode

Declaration
public byte SystemUpdateMode { get; set; }
Property Value
Type Description
System.Byte
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ThumbnailAngle

The angle to use when rendering the thumbnail image

Declaration
public Rotator ThumbnailAngle { get; set; }
Property Value
Type Description
Rotator
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ThumbnailDistance

The distance to place the system when rendering the thumbnail image

Declaration
public float ThumbnailDistance { get; set; }
Property Value
Type Description
System.Single
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ThumbnailImage

Internal: The PSys thumbnail image

Declaration
public Texture2D ThumbnailImage { get; set; }
Property Value
Type Description
Texture2D
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ThumbnailImageOutOfDate

Declaration
public bool ThumbnailImageOutOfDate { get; set; }
Property Value
Type Description
System.Boolean
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ThumbnailWarmup

The time to warm-up the system for the thumbnail image

Declaration
public float ThumbnailWarmup { get; set; }
Property Value
Type Description
System.Single
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UpdateTime_Delta

UpdateTime_Delta - internal

Declaration
public float UpdateTime_Delta { get; set; }
Property Value
Type Description
System.Single
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UpdateTime_FPS

UpdateTime_FPS - the frame per second to update at in FixedTime mode

Declaration
public float UpdateTime_FPS { get; set; }
Property Value
Type Description
System.Single
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WarmupTickRate

WarmupTickRate - the time step for each tick during warm up.

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

Increasing this improves performance. Decreasing, improves accuracy. Set to 0 to use the default tick time.

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WarmupTime

WarmupTime - the time to warm-up the particle system when first rendered Warning: WarmupTime is implemented by simulating the particle system for the time requested upon activation.

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

This is extremely prone to cause hitches, especially with large particle counts - use with caution.

Methods

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ContainsEmitterType(SubclassOf<UObject>)

Returns true if this system contains an emitter of the pasesd type.

Declaration
public bool ContainsEmitterType(SubclassOf<UObject> TypeData)
Parameters
Type Name Description
SubclassOf<UObject> TypeData
Returns
Type Description
System.Boolean
Remarks

@ param TypeData - The emitter type to check for. Must be a child class of UParticleModuleTypeDataBase

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to ParticleSystem)

Convert from IntPtr to UObject

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