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// Mesh particle emitter Class XMeshEmitter extends XEmitter Native Abstract; enum EEmPartRotType { MEP_DesiredRot, MEP_FacingCamera, MEP_YawingToCamera }; struct AnimationType { var() name AnimSeq; var() float Frame,Rate; var() bool bAnimLoop; }; var(EmMesh) Mesh ParticleMesh; var(EmMesh) ByteRange ParticleFatness; var(EmRotation) RangeVector RotationsPerSec; var(EmRotation) RangeVector InitialRot; var(EmRotation) EEmPartRotType ParticleRotation; var(EmAnim) name ParticleAnim; var(EmAnim) float PartAnimRate; var(EmAnim) float PartAnimFrameStart; var(EmAnim) Actor AnimateByActor; var(EmAnim) array<AnimationType> RandAnims; // If at least one random frame is set, disregard the other anim props. // Bitmask var(EmMesh) bool bRenderParticles,bParticlesRandFrame,bMeshEnviromentMapping; var(EmRotation) bool bRelativeToMoveDir; var(EmAnim) bool bPartAnimLoop,bAnimateParticles; defaultproperties { ParticleMesh=LodMesh'UnrealShare.WoodenBoxM' ParticleFatness=(Min=128,Max=128) bPartAnimLoop=True bRotationRequest=True } |
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