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