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Unreal Engine C++ API Reference > Runtime > Engine > Particles > Collision
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UParticleModule
- UParticleModuleCollisionBase
- UParticleModuleCollision
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/Collision/ParticleModuleCollision.h |
Include | #include "Particles/Collision/ParticleModuleCollision.h" |
Syntax
UCLASS (EditInlineNew, HideCategories=Object, MinimalAPI, Meta=(DisplayName="Actor Collision"))
class UParticleModuleCollision : public UParticleModuleCollisionBase
Variables
Type | Name | Description | |
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uint32: 1 | bApplyPhysics | If true, physic will be applied between a particle and the object it collides with. |
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uint32: 1 | bCollideOnlyIfVisible | If true, Particle collision only if particle system is currently being rendered. |
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uint32: 1 | bDropDetail | If true, when the World->bDropDetail flag is set, the module will be ignored. |
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uint32: 1 | bIgnoreSourceActor | If true, then the source actor is ignored in collision checks. Defaults to true. |
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uint32: 1 | bIgnoreTriggerVolumes | Any trigger volumes that are hit will be ignored. |
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uint32: 1 | bOnlyVerticalNormalsDecrementCount | If true, then collisions that do not have a vertical hit normal will still react, but UsedMaxCollisions count will not be decremented. |
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uint32: 1 | bPawnsDoNotDecrementCount | If true, then collisions with Pawns will still react, but the UsedMaxCollisions count will not be decremented. |
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TEnumAsByte< enum EParticleCollisionComplete > | CollisionCompletionOption | What to do once a particles MaxCollisions is reached. |
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TArray< TEnumAsByte< enum EObjectTypeQuery > > | CollisionTypes | Which ObjectTypes to collide with |
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FRawDistributionVector | DampingFactor | How much to slow the velocity of the particle after a collision. |
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FRawDistributionVector | DampingFactorRotation | How much to slow the rotation of the particle after a collision. |
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FRawDistributionFloat | DelayAmount | How long to delay before checking a particle for collisions. |
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float | DirScalar | The directional scalar value - used to scale the bounds to 'assist' in avoiding inter-penetration or large gaps. |
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float | MaxCollisionDistance | Max distance at which particle collision will occur. |
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FRawDistributionFloat | MaxCollisions | The maximum number of collisions a particle can have. |
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FCollisionObjectQueryParams | ObjectParams | ObjectParams created for array of CollisionTypes |
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FRawDistributionFloat | ParticleMass | The mass of the particle - for use when bApplyPhysics is true. |
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float | VerticalFudgeFactor | The fudge factor to use to determine vertical. |
Constructors
Type | Name | Description | |
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UParticleModuleCollision
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | Initializes the default values for this property | |
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bool | PerformCollisionCheck
(
FParticleEmitterInstance* Owner, |
Perform the desired collision check for this module. |
Overridden from UParticleModule
Type | Name | Description | |
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bool | Return false if this emitter requires a game thread tick | |
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bool | GenerateLODModuleValues
(
UParticleModule* SourceModule, |
Helper function used by the editor to auto-generate LOD values from a source module and a percentage value used to scale its values. |
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uint32 | PrepPerInstanceBlock
(
FParticleEmitterInstance* Owner, |
Allows the module to prep its 'per-instance' data block. |
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uint32 | RequiredBytes
(
UParticleModuleTypeDataBase* TypeData |
Returns the number of bytes that the module requires in the particle payload block. |
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uint32 | Returns the number of bytes the module requires in the emitters 'per-instance' data block. | |
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void | SetToSensibleDefaults
(
UParticleEmitter* Owner |
For Cascade. |
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void | Spawn
(
FParticleEmitterInstance* Owner, |
Called on a particle that is freshly spawned by the emitter. |
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void | Update
(
FParticleEmitterInstance* Owner, |
Called on a particle that is being updated by its emitter. |
Overridden from UObject
Type | Name | Description | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |