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Unreal Engine C++ API Reference > Runtime > Engine > Particles > Location
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UParticleModule
- UParticleModuleLocationBase
- UParticleModuleLocationBoneSocket
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/Location/ParticleModuleLocationBoneSocket.h |
Include | #include "Particles/Location/ParticleModuleLocationBoneSocket.h" |
Syntax
class UParticleModuleLocationBoneSocket : public UParticleModuleLocationBase
Variables
Type | Name | Description | |
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uint32: 1 | bInheritBoneVelocity | If true, particles inherit the associated bone velocity when spawned |
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uint32: 1 | bOrientMeshEmitters | If true, rotate mesh emitter meshes to orient w/ the socket. Currently does nothing. |
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uint32: 1 | bUpdatePositionEachFrame | If true, update the particle locations each frame with that of the bone/socket |
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TObjectPtr< class USkeletalMesh > | EditorSkelMesh | The name of the skeletal mesh to use in the editor |
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float | InheritVelocityScale | A scale on how much of the bone's velocity a particle will inherit. |
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int32 | NumPreSelectedIndices | When we have no source locations and we need to track bone velocities due to bInheritBoneVelocity, we pre select a set of bones to use each frame. |
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TEnumAsByte< enum ELocationBoneSocketSelectionMethod > | SelectionMethod | The method by which to select the bone/socket to spawn at. |
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FName | SkelMeshActorParamName | The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game. |
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EBoneSocketSourceIndexMode | SourceIndexMode | How particle SourceIndex should be interpreted. |
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TArray< struct FLocationBoneSocketInfo > | SourceLocations | The name(s) of the bone/socket(s) to position at. |
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TEnumAsByte< enum ELocationBoneSocketSource > | SourceType | Whether the module uses Bones or Sockets for locations. |
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FVector | UniversalOffset | An offset to apply to each bone/socket |
Constructors
Type | Name | Description | |
---|---|---|---|
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UParticleModuleLocationBoneSocket
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | GetBoneInfoForSourceIndex
(
FModuleLocationBoneSocketInstancePayload* InstancePayload, |
|
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int32 | GetMaxSourceIndex
(
FModuleLocationBoneSocketInstancePayload* Payload, |
|
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bool | GetParticleLocation
(
FModuleLocationBoneSocketInstancePayload* InstancePayload, |
Retrieve the position for the given socket index. |
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void | GetSkeletalMeshComponentSource
(
FParticleEmitterInstance* Owner, |
Retrieve the skeletal mesh component source to use for the current emitter instance. |
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bool | GetSocketInfoForSourceIndex
(
FModuleLocationBoneSocketInstancePayload* InstancePayload, |
|
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bool | If we're updating our position each frame, there's no point in inheriting bone velocity. | |
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void | RegeneratePreSelectedIndices
(
FModuleLocationBoneSocketInstancePayload* InstancePayload, |
|
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int32 | SelectNextSpawnIndex
(
FModuleLocationBoneSocketInstancePayload* InstancePayload, |
Selects the next socket or bone index to spawn from. |
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void | ||
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void | UpdatePrevBoneLocationsAndVelocities
(
FModuleLocationBoneSocketInstancePayload* InstancePayload, |
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void | ValidateLODLevels
(
UParticleEmitter* Emitter, |
Validate that all LOD levels will not have issues with indexing into SourceLocations |
Overridden from UParticleModule
Type | Name | Description | |
---|---|---|---|
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void | AutoPopulateInstanceProperties
(
UParticleSystemComponent* PSysComp |
Helper function used by the editor to auto-populate a placed AEmitter with any instance parameters that are utilized. |
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bool | Return false if this emitter requires a game thread tick | |
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void | FinalUpdate
(
FParticleEmitterInstance* Owner, |
Called on an emitter when all other update operations have taken place INCLUDING bounding box cacluations! |
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bool | GetCustomMenuEntryDisplayString
(
int32 InEntryIndex, |
Get the display name of the custom menu entry. |
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int32 | Custom Cascade module menu entries support Get the number of custom entries this module has. | |
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bool | PerformCustomMenuEntry
(
int32 InEntryIndex |
Perform the custom menu entry option. |
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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 | Spawn
(
FParticleEmitterInstance* Owner, |
Called on a particle that is freshly spawned by the emitter. |
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bool | Return true if this module impacts rotation of Mesh emitters | |
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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 | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |