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Unreal Engine C++ API Reference > Runtime > Engine > Particles > Spawn
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UParticleModule
- UParticleModuleSpawnBase
- UParticleModuleSpawn
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/Spawn/ParticleModuleSpawn.h |
Include | #include "Particles/Spawn/ParticleModuleSpawn.h" |
Syntax
class UParticleModuleSpawn : public UParticleModuleSpawnBase
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bApplyGlobalSpawnRateScale | If true, the SpawnRate will be scaled by the global CVar r.EmitterSpawnRateScale |
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TArray< FParticleBurst > | BurstList | The array of burst entries. |
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FRawDistributionFloat | BurstScale | Scale all burst entries by this amount. |
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TEnumAsByte< EParticleBurstMethod > | ParticleBurstMethod | The method to utilize when burst-emitting particles. |
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FRawDistributionFloat | Rate | The rate at which to spawn particles. |
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FRawDistributionFloat | RateScale | The scalar to apply to the rate. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UParticleModuleSpawn
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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float | ||
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void | Initializes the default values for this property |
Overridden from UParticleModuleSpawnBase
Type | Name | Description | |
---|---|---|---|
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float | Retrieve the estimated spawn rate for this module... | |
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int32 | Retrieve the maximum number of particles this module could burst. | |
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float | Retrieve the maximum spawn rate for this module... | |
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bool | GetSpawnAmount
(
FParticleEmitterInstance* Owner, |
Retrieve the spawn amount this module is contributing. |
Overridden from UParticleModule
Type | Name | Description | |
---|---|---|---|
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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. |
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. |