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Core.Object | +-- Engine.Actor | +-- UnrealShare.UIFX | +-- UnrealShare.UIParticleSystem
UIAdvancedCombiner, UIForce, UIParticleAnimationStorage, UIParticleClass, UIParticleEmitter, UIParticlePath
Constants Summary |
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Inherited Contants from Engine.Actor |
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NF_NotCsg, NF_NotVisBlocking, NF_ShootThrough, PF_AlphaBlend, PF_AutoUPan, PF_AutoVPan, PF_BigWavy, PF_Environment, PF_FakeBackdrop, PF_Invisible, PF_Masked, PF_Mirrored, PF_Modulated, PF_NoSmooth, PF_Semisolid, PF_SmallWavy, PF_SpecialLit, PF_Translucent, PF_Unlit |
Variables Summary |
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Enumerations Summary | ||
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EAccelType ACC_Addictive, ACC_Multiply | ||
EDest DEST_None, DEST_Once, DEST_Seek | ||
EDestActor DA_Chosen, DA_Self | ||
EFType FACE_None, FACE_Velocity, FACE_Actor | ||
ESizeType ST_Normal, ST_Grow, ST_Shrink, ST_Cycle | ||
ESizing SIZING_Infinity, SIZING_UserDecided | ||
ESpawnStyle SS_BindToParticle, SS_StayStill | ||
ESType ST_Normal, ST_Box, ST_Sphere, ST_Cylindrical | ||
ETAnim AN_PlayOnce, AN_Loop |
Inherited Enumerations from Engine.Actor |
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EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Structures Summary | ||
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SAdvanced bUseParticleClass, ParticleClass | ||
SAdvSpwn SpawnType, BoxMinArea, BoxMaxArea, SphereRadius, SpawnOffset, bSpawnOnSurface, CylinderHeight, CylinderRadius, bAlignSpawnSurface, AlignModifier | ||
SAnimation AnimTextures[60], NumOfTextures, DefineAnimationStorage, ParticleAnimationStorage | ||
SBounce CanBounce, BounceRatio, BounceModifier, EndlessBounce, BounceNum | ||
SBuoyance CanBuoyance, SplashWhenHitWater, SoundWhenHitWater, ParticleBuoyancy, ParticleMass | ||
SCollision ParticlesUseCollision, ParticleCollisonRadius, ParticleCollisonHeight, CollideWithActors, BlockPlayers, BlockActors, ParticleCollideWorld, DestroyWhenTouch, DestroyWhenColideWorld, DestroyWhenLand, DestroyWhenTouchWater, StopWhenTouchWall, StopWhenTouchPawn, StickToWall, StickToPawn, bSpawnLandEffect, LandEffect, bOverrideWaterEntrySound, WaterEntrySound, bOverrideWaterEntryEffect, WaterEntryActor, bSpawnEffectOnDestroy, DestroyEffect | ||
SDamage ParticleGivesDamage, ParticleDamageType, ParticleDamage, PlayerTakeDamage, ScriptedPawnTakeDamage, FlockPawnTakeDamage, OtherActorTakeDamage, MomentumTransfer | ||
SDecal ParticleDecalTexture, ParticleSpawnDecal, ParticleDecal, ParticleDecalSize, bLimitDecals | ||
SDest Destination, DestinationType, DestinationActor, bForceFollow | ||
SDisplay ParticleStyle, bUnlitParticle, bParticleCastShadow, bParticleMeshEnviroMap, bUseMesh, PraticleMesh, bUseRandomTexture, ParticleTexture, bUseSpriteAnimation | ||
SFading CanFadeOut, CanFadeIn, InitailScaleGlow, FadeOutTime, FadeOutScaleFactor, FadeInTime, FadeInScaleFactor | ||
SGlobal ParticleLifeTime, ParticleLifeTimeVariance, bDefineSpeedAsVector, BaseSpeed, SpeedVariance, ParticleSpeed, SprayFactor, SprayFactorVariance | ||
SLight CastLight | ||
SLightColor ParticleLightBrightness, ParticleLightHue, ParticleLightSaturation | ||
SLighting ParticleLightType, ParticleLightEffect, ParticleLightRadius, ParticleLightPeriod, ParticleLightPhase, ParticleLightCone, ParticleVolumeBrightness, ParticleVolumeRadius, ParticleVolumeFog | ||
SMain bForceGlobalSettings, ParticleRotation, bUseParticleRotation, ParticleLifeTime, ParticleLifeTimeVariance, ParticleSlowingDownFactor, bMoveSmooth, bDefineSpeedAsVector, BaseSpeed, SpeedVariance, ParticleSpeed, SprayFactor, SprayFactorVariance | ||
SMesh bAnimatedMesh, AnimationName, AnimationRate, TweenRate, AnimationType, FaceObject, LookTarget, MeshRotationRate | ||
SMisc ParticlesBounce_Min, ParticlesBounce_Max, ParticlesFixedTrailer, ParticlesUseJerkyness, ParticlesJerkyness, bUseDistanceCulling, PartVisibilityHeight, PartVisibilityRadius | ||
SPPhysics ParticlePhysics, bCanAccelerate, AccelerateFactor, TerminalVelocity, AccelerationType | ||
SRot bRandomizeRotation, bRandPitch, bRandYaw, bRandRoll, MinRotation, MaxRotation, bForceRndRot, bAlignRotator | ||
SSize ParticleDrawScale, ParticleDrawScaleVariance, ParticleGrowth, SizeType, ParticleShrink, MinSize, MaxSize, Sizing | ||
SSound BornSound, FlyingSound, DyingSound, LandingSound, HittingSound, TouchingSound, ParticleSoundSlot, ParticleSoundVolume, ParticleSoundbNoOverride, ParticleSoundRadius, ParticleSoundPitch | ||
SSpawnEffect bUseSpawnEffect, SpawnedEffect, SpawnStyle | ||
SSpawnPlace OwnEffectArea, bUseOwnEffectArea | ||
SVelocity bUseInvertVelocity, bLoop, InvertX, InvertY, InvertZ, InvertDelay |
Inherited Structures from Engine.Actor |
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MultiTimerType, PointRegion |
Functions Summary | ||
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int | Jiiter (float max)) | |
int | RandFloat (float max)) | |
vector | RotateVector (rotator VRotation, vector VOffset)) |
Enumerations Detail |
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Structures Detail |
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var(UIParticleSystem) bool bUseParticleClass;};
var(UIParticleSystem) class<UIBasicParticle> ParticleClass;
var(UIParticleSystem) rotator AlignModifier;};
var(UIParticleSystem) bool bAlignSpawnSurface;
var(UIParticleSystem) vector BoxMaxArea;
var(UIParticleSystem) vector BoxMinArea;
var(UIParticleSystem) bool bSpawnOnSurface;
var(UIParticleSystem) float CylinderHeight;
var(UIParticleSystem) float CylinderRadius;
var(UIParticleSystem) vector SpawnOffset;
var(UIParticleSystem) ESType SpawnType;
var(UIParticleSystem) float SphereRadius;
var(UIParticleSystem) texture AnimTextures[60];};
var(UIParticleSystem) bool DefineAnimationStorage;
var(UIParticleSystem) int NumOfTextures;
var(UIParticleSystem) class<UIParticleAnimationStorage> ParticleAnimationStorage;
var(UIParticleSystem) float BounceModifier;};
var(UIParticleSystem) int BounceNum;
var(UIParticleSystem) float BounceRatio;
var(UIParticleSystem) bool CanBounce;
var(UIParticleSystem) bool EndlessBounce;
var(UIParticleSystem) bool CanBuoyance;};
var(UIParticleSystem) float ParticleBuoyancy;
var(UIParticleSystem) float ParticleMass;
var(UIParticleSystem) bool SoundWhenHitWater;
var(UIParticleSystem) bool SplashWhenHitWater;
var(UIParticleSystem) bool BlockActors;};
var(UIParticleSystem) bool BlockPlayers;
var(UIParticleSystem) bool bOverrideWaterEntryEffect;
var(UIParticleSystem) bool bOverrideWaterEntrySound;
var(UIParticleSystem) bool bSpawnEffectOnDestroy;
var(UIParticleSystem) bool bSpawnLandEffect;
var(UIParticleSystem) bool CollideWithActors;
var(UIParticleSystem) class<actor> DestroyEffect;
var(UIParticleSystem) bool DestroyWhenColideWorld;
var(UIParticleSystem) bool DestroyWhenLand;
var(UIParticleSystem) bool DestroyWhenTouch;
var(UIParticleSystem) bool DestroyWhenTouchWater;
var(UIParticleSystem) class<actor> LandEffect;
var(UIParticleSystem) bool ParticleCollideWorld;
var(UIParticleSystem) float ParticleCollisonHeight;
var(UIParticleSystem) float ParticleCollisonRadius;
var(UIParticleSystem) bool ParticlesUseCollision;
var(UIParticleSystem) bool StickToPawn;
var(UIParticleSystem) bool StickToWall;
var(UIParticleSystem) bool StopWhenTouchPawn;
var(UIParticleSystem) bool StopWhenTouchWall;
var(UIParticleSystem) class<actor> WaterEntryActor;
var(UIParticleSystem) sound WaterEntrySound;
var(UIParticleSystem) bool FlockPawnTakeDamage;};
var(UIParticleSystem) int MomentumTransfer;
var(UIParticleSystem) bool OtherActorTakeDamage;
var(UIParticleSystem) int ParticleDamage;
var(UIParticleSystem) name ParticleDamageType;
var(UIParticleSystem) bool ParticleGivesDamage;
var(UIParticleSystem) bool PlayerTakeDamage;
var(UIParticleSystem) bool ScriptedPawnTakeDamage;
var(UIParticleSystem) bool bLimitDecals;};
var(UIParticleSystem) class<decal> ParticleDecal;
var(UIParticleSystem) float ParticleDecalSize;
var(UIParticleSystem) texture ParticleDecalTexture;
var(UIParticleSystem) bool ParticleSpawnDecal;
var(UIParticleSystem) bool bForceFollow;};
var(UIParticleSystem) actor Destination;
var(UIParticleSystem) EDestActor DestinationActor;
var(UIParticleSystem) EDest DestinationType;
var(UIParticleSystem) bool bParticleCastShadow;};
var(UIParticleSystem) bool bParticleMeshEnviroMap;
var(UIParticleSystem) bool bUnlitParticle;
var(UIParticleSystem) bool bUseMesh;
var(UIParticleSystem) bool bUseRandomTexture;
var(UIParticleSystem) bool bUseSpriteAnimation;
var(UIParticleSystem) ERenderStyle ParticleStyle;
var(UIParticleSystem) texture ParticleTexture;
var(UIParticleSystem) mesh PraticleMesh;
var(UIParticleSystem) bool CanFadeIn;};
var(UIParticleSystem) bool CanFadeOut;
var(UIParticleSystem) float FadeInScaleFactor;
var(UIParticleSystem) float FadeInTime;
var(UIParticleSystem) float FadeOutScaleFactor;
var(UIParticleSystem) float FadeOutTime;
var(UIParticleSystem) float InitailScaleGlow;
var(UIParticleSystem) vector BaseSpeed;};
var(UIParticleSystem) bool bDefineSpeedAsVector;
var(UIParticleSystem) float ParticleLifeTime;
var(UIParticleSystem) float ParticleLifeTimeVariance;
var(UIParticleSystem) float ParticleSpeed;
var(UIParticleSystem) float SpeedVariance;
var(UIParticleSystem) float SprayFactor;
var(UIParticleSystem) float SprayFactorVariance;
var(UIParticleSystem) byte ParticleLightBrightness;};
var(UIParticleSystem) byte ParticleLightHue;
var(UIParticleSystem) byte ParticleLightSaturation;
var(UIParticleSystem) byte ParticleLightCone;};
var(UIParticleSystem) ELightEffect ParticleLightEffect;
var(UIParticleSystem) byte ParticleLightPeriod;
var(UIParticleSystem) byte ParticleLightPhase;
var(UIParticleSystem) byte ParticleLightRadius;
var(UIParticleSystem) ELightType ParticleLightType;
var(UIParticleSystem) byte ParticleVolumeBrightness;
var(UIParticleSystem) byte ParticleVolumeFog;
var(UIParticleSystem) byte ParticleVolumeRadius;
var(UIParticleSystem) vector BaseSpeed;};
var(UIParticleSystem) bool bDefineSpeedAsVector;
var(UIParticleSystem) bool bForceGlobalSettings;
var(UIParticleSystem) bool bMoveSmooth;
var(UIParticleSystem) bool bUseParticleRotation;
var(UIParticleSystem) float ParticleLifeTime;
var(UIParticleSystem) float ParticleLifeTimeVariance;
var(UIParticleSystem) rotator ParticleRotation;
var(UIParticleSystem) float ParticleSlowingDownFactor;
var(UIParticleSystem) float ParticleSpeed;
var(UIParticleSystem) float SpeedVariance;
var(UIParticleSystem) float SprayFactor;
var(UIParticleSystem) float SprayFactorVariance;
var(UIParticleSystem) name AnimationName;};
var(UIParticleSystem) float AnimationRate;
var(UIParticleSystem) ETAnim AnimationType;
var(UIParticleSystem) bool bAnimatedMesh;
var(UIParticleSystem) EFType FaceObject;
var(UIParticleSystem) actor LookTarget;
var(UIParticleSystem) rotator MeshRotationRate;
var(UIParticleSystem) float TweenRate;
var(UIParticleSystem) bool bUseDistanceCulling;};
var(UIParticleSystem) float ParticlesBounce_Max;
var(UIParticleSystem) float ParticlesBounce_Min;
var(UIParticleSystem) bool ParticlesFixedTrailer;
var(UIParticleSystem) float ParticlesJerkyness;
var(UIParticleSystem) bool ParticlesUseJerkyness;
var(UIParticleSystem) float PartVisibilityHeight;
var(UIParticleSystem) float PartVisibilityRadius;
var(UIParticleSystem) vector AccelerateFactor;};
var(UIParticleSystem) EAccelType AccelerationType;
var(UIParticleSystem) bool bCanAccelerate;
var(UIParticleSystem) EPhysics ParticlePhysics;
var(UIParticleSystem) vector TerminalVelocity;
var(UIParticleSystem) bool bAlignRotator;};
var(UIParticleSystem) bool bForceRndRot;
var(UIParticleSystem) bool bRandomizeRotation;
var(UIParticleSystem) bool bRandPitch;
var(UIParticleSystem) bool bRandRoll;
var(UIParticleSystem) bool bRandYaw;
var(UIParticleSystem) rotator MaxRotation;
var(UIParticleSystem) rotator MinRotation;
var(UIParticleSystem) float MaxSize;};
var(UIParticleSystem) float MinSize;
var(UIParticleSystem) float ParticleDrawScale;
var(UIParticleSystem) float ParticleDrawScaleVariance;
var(UIParticleSystem) float ParticleGrowth;
var(UIParticleSystem) float ParticleShrink;
var(UIParticleSystem) ESizeType SizeType;
var(UIParticleSystem) ESizing Sizing;
var(UIParticleSystem) sound BornSound;};
var(UIParticleSystem) sound DyingSound;
var(UIParticleSystem) sound FlyingSound;
var(UIParticleSystem) sound HittingSound;
var(UIParticleSystem) sound LandingSound;
var(UIParticleSystem) bool ParticleSoundbNoOverride;
var(UIParticleSystem) float ParticleSoundPitch;
var(UIParticleSystem) float ParticleSoundRadius;
var(UIParticleSystem) ESoundSlot ParticleSoundSlot;
var(UIParticleSystem) float ParticleSoundVolume;
var(UIParticleSystem) sound TouchingSound;
var(UIParticleSystem) bool bUseSpawnEffect;};
var(UIParticleSystem) class<Actor> SpawnedEffect;
var(UIParticleSystem) ESpawnStyle SpawnStyle;
var(UIParticleSystem) bool bUseOwnEffectArea;};
var(UIParticleSystem) vector OwnEffectArea;
var(UIParticleSystem) bool bLoop;};
var(UIParticleSystem) bool bUseInvertVelocity;
var(UIParticleSystem) float InvertDelay;
var(UIParticleSystem) bool InvertX;
var(UIParticleSystem) bool InvertY;
var(UIParticleSystem) bool InvertZ;
Functions Detail |
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Defaultproperties |
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defaultproperties { } |
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