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Unreal Engine C++ API Reference > Runtime > Engine > Particles
Inheritance Hierarchy
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/Emitter.h |
Include | #include "Particles/Emitter.h" |
Syntax
class AEmitter : public AActor
Variables
Type | Name | Description | |
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uint32: 1 | bCurrentlyActive | Used to update status of toggleable level placed emitters on clients |
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uint32: 1 | bDestroyOnSystemFinish | |
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uint32: 1 | bPostUpdateTickGroup | |
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FParticleBurstSignature | OnParticleBurst | |
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FParticleCollisionSignature | OnParticleCollide | |
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FParticleDeathSignature | OnParticleDeath | |
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FParticleSpawnSignature | OnParticleSpawn |
Constructors
Type | Name | Description | |
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AEmitter
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | Activate () |
BEGIN DEPRECATED (use component functions now in level script) |
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void | ||
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void | Deactivate () |
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UArrowComponent * | Returns ArrowComponent subobject | |
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UParticleSystemComponent * | Returns ParticleSystemComponent subobject | |
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UBillboardComponent * | Returns SpriteComponent subobject | |
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bool | IsActive () |
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void | OnParticleSystemFinished
(
UParticleSystemComponent* FinishedComponent |
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void | Replication Notification Callbacks | |
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void | ResetInLevel () |
Called to reset the emitter actor in the level. Intended for use in editor only |
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void | SetActorParameter
(
FName ParameterName, |
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void | SetColorParameter
(
FName ParameterName, |
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void | SetFloatParameter
(
FName ParameterName, |
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void | SetMaterialParameter
(
FName ParameterName, |
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void | SetTemplate
(
UParticleSystem* NewTemplate |
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void | SetVectorParameter
(
FName ParameterName, |
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void | ToggleActive () |
Overridden from AActor
Type | Name | Description | |
---|---|---|---|
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void | 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. | |
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bool | GetReferencedContentObjects
(
TArray< UObject* >& Objects |
Used by the "Sync to Content Browser" right-click menu option in the editor. |
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void | 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. | |
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void | Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
Overridden from UObject
Type | Name | Description | |
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FString | This function actually does the work for the GetDetailedInfo() and is virtual. | |
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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 |