Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Particles > Location
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UParticleModule
- UParticleModuleLocationBase
- UParticleModuleLocationSkelVertSurface
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/Location/ParticleModuleLocationSkelVertSurface.h |
Include | #include "Particles/Location/ParticleModuleLocationSkelVertSurface.h" |
Syntax
class UParticleModuleLocationSkelVertSurface : public UParticleModuleLocationBase
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
uint32: 1 | bEnforceNormalCheck | When true use the RestrictToNormal and NormalTolerance values to check surface normals |
![]() |
uint32: 1 | bInheritBoneVelocity | If true, particles inherit the associated bone velocity when spawned |
![]() |
uint32: 1 | bInheritUV | If true, particles inherit the associated UV data on spawn. |
![]() |
uint32: 1 | bInheritVertexColor | If true, particles inherit the associated vertex color on spawn. |
![]() |
uint32: 1 | bOrientMeshEmitters | If true, rotate mesh emitter meshes to orient w/ the vert/surface |
![]() |
uint32: 1 | bUpdatePositionEachFrame | If true, update the particle locations each frame with that of the vert/surface |
![]() |
TObjectPtr< class USkeletalMesh > | EditorSkelMesh | The name of the skeletal mesh to use in the editor |
![]() |
uint32 | InheritUVChannel | UV channel to inherit from the spawn mesh, internally clamped to those available. |
![]() |
float | InheritVelocityScale | A scale on how much of the bone's velocity a particle will inherit. |
![]() |
float | NormalCheckTolerance | Normal tolerance. |
![]() |
float | NormalCheckToleranceDegrees | Normal tolerance. 0 degrees means it must be an exact match, 180 degrees means it can be any angle. |
![]() |
FVector | NormalToCompare | Use this normal to restrict spawning locations |
![]() |
FName | SkelMeshActorParamName | The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game. |
![]() |
TEnumAsByte< enum ELocationSkelVertSurfaceSource > | SourceType | Whether the module uses Verts or Surfaces for locations. |
![]() |
FVector | UniversalOffset | An offset to apply to each vert/surface |
![]() |
TArray< FName > | ValidAssociatedBones | This module will only spawn from verts or surfaces associated with the bones in this list |
![]() |
TArray< int32 > | ValidMaterialIndices | Array of material indices that are valid materials to spawn from. |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
UParticleModuleLocationSkelVertSurface
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
bool | GetParticleLocation
(
FParticleEmitterInstance* Owner, |
Retrieve the position for the given socket index. |
![]() |
void | GetSkeletalMeshComponentSource
(
FParticleEmitterInstance* Owner, |
Retrieve the skeletal mesh component source to use for the current emitter instance. |
![]() |
void | UpdateBoneIndicesList
(
FParticleEmitterInstance* Owner |
Updates the indices list with the bone index for each named bone in the editor exposed values. |
![]() |
bool | VertInfluencedByActiveBone
(
FParticleEmitterInstance* Owner, |
Check to see if the vert is influenced by a bone on our approved list. |
Overridden from UParticleModule
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | AutoPopulateInstanceProperties
(
UParticleSystemComponent* PSysComp |
Helper function used by the editor to auto-populate a placed AEmitter with any instance parameters that are utilized. |
![]() ![]() |
bool | Return false if this emitter requires a game thread tick | |
![]() ![]() |
void | FinalUpdate
(
FParticleEmitterInstance* Owner, |
Called on an emitter when all other update operations have taken place INCLUDING bounding box cacluations! |
![]() ![]() ![]() |
bool | GetCustomMenuEntryDisplayString
(
int32 InEntryIndex, |
Get the display name of the custom menu entry. |
![]() ![]() ![]() |
int32 | Custom Cascade module menu entries support Get the number of custom entries this module has. | |
![]() ![]() |
bool | IsValidForLODLevel
(
UParticleLODLevel* LODLevel, |
Returns true if the module is valid for the provided LOD level. |
![]() ![]() |
bool | PerformCustomMenuEntry
(
int32 InEntryIndex |
Perform the custom menu entry option. |
![]() ![]() |
uint32 | PrepPerInstanceBlock
(
FParticleEmitterInstance* Owner, |
Allows the module to prep its 'per-instance' data block. |
![]() ![]() |
uint32 | RequiredBytes
(
UParticleModuleTypeDataBase* TypeData |
Returns the number of bytes that the module requires in the particle payload block. |
![]() ![]() |
uint32 | Returns the number of bytes the module requires in the emitters 'per-instance' data block. | |
![]() ![]() |
void | Spawn
(
FParticleEmitterInstance* Owner, |
Called on a particle that is freshly spawned by the emitter. |
![]() ![]() ![]() |
bool | Return true if this module impacts rotation of Mesh emitters | |
![]() ![]() |
void | Update
(
FParticleEmitterInstance* Owner, |
Called on a particle that is being updated by its emitter. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
![]() ![]() |
void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |