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API > API/Runtime > API/Runtime/Engine
| Name | AEmitter |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/Emitter.h |
| Include Path | #include "Particles/Emitter.h" |
Syntax
UCLASS (HideCategories=(Activation, "Components|Activation", Input, Collision, "Game|Damage"),
ComponentWrapperClass, MinimalAPI)
class AEmitter : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AEmitter
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AEmitter
(
const FObjectInitializer& ObjectInitializer |
Particles/Emitter.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCurrentlyActive | uint32 | Used to update status of toggleable level placed emitters on clients | Particles/Emitter.h |
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| bDestroyOnSystemFinish | uint32 | Particles/Emitter.h | ||
| bPostUpdateTickGroup | uint32 | Particles/Emitter.h |
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| OnParticleBurst | FParticleBurstSignature | Particles/Emitter.h |
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| OnParticleCollide | FParticleCollisionSignature | Particles/Emitter.h |
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| OnParticleDeath | FParticleDeathSignature | Particles/Emitter.h |
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| OnParticleSpawn | FParticleSpawnSignature | Particles/Emitter.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ArrowComponent | TObjectPtr< class UArrowComponent > | Particles/Emitter.h | ||
| ParticleSystemComponent | TObjectPtr< class UParticleSystemComponent > | Particles/Emitter.h |
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| SpriteComponent | TObjectPtr< class UBillboardComponent > | Particles/Emitter.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Activate() |
BEGIN DEPRECATED (use component functions now in level script) | Particles/Emitter.h |
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void AutoPopulateInstanceProperties() |
Particles/Emitter.h | ||
void Deactivate() |
Particles/Emitter.h |
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UArrowComponent * GetArrowComponent() |
Returns ArrowComponent subobject | Particles/Emitter.h | |
UParticleSystemComponent * GetParticleSystemComponent() |
Returns ParticleSystemComponent subobject | Particles/Emitter.h | |
UBillboardComponent * GetSpriteComponent() |
Returns SpriteComponent subobject | Particles/Emitter.h | |
bool IsActive() |
Particles/Emitter.h |
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virtual void OnParticleSystemFinished
(
UParticleSystemComponent* FinishedComponent |
Particles/Emitter.h | ||
virtual void OnRep_bCurrentlyActive() |
Replication Notification Callbacks | Particles/Emitter.h | |
void ResetInLevel() |
Called to reset the emitter actor in the level. Intended for use in editor only | Particles/Emitter.h | |
| Particles/Emitter.h |
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void SetColorParameter
(
FName ParameterName, |
Particles/Emitter.h |
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void SetFloatParameter
(
FName ParameterName, |
Particles/Emitter.h |
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void SetMaterialParameter
(
FName ParameterName, |
Particles/Emitter.h |
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virtual void SetTemplate
(
UParticleSystem* NewTemplate |
Particles/Emitter.h |
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void SetVectorParameter
(
FName ParameterName, |
Particles/Emitter.h |
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void ToggleActive() |
Particles/Emitter.h |
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Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckForErrors() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | Particles/Emitter.h | |
| Used by the "Sync to Content Browser" right-click menu option in the editor. | Particles/Emitter.h | ||
virtual void PostActorCreated () |
Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. | Particles/Emitter.h | |
virtual void PostInitializeComponents() |
Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay | Particles/Emitter.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetDetailedInfoInternal() |
Particles/Emitter.h | ||
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties | Particles/Emitter.h |