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Unreal Engine C++ API Reference > Runtime > Engine > Particles > Spawn
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UParticleModule
- UParticleModuleSpawnBase
- UParticleModuleSpawnPerUnit
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/Spawn/ParticleModuleSpawnPerUnit.h |
Include | #include "Particles/Spawn/ParticleModuleSpawnPerUnit.h" |
Syntax
class UParticleModuleSpawnPerUnit : public UParticleModuleSpawnBase
Variables
Type | Name | Description | |
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uint8: 1 | bIgnoreMovementAlongX | If true, ignore the X-component of the movement |
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uint8: 1 | bIgnoreMovementAlongY | If true, ignore the Y-component of the movement |
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uint8: 1 | bIgnoreMovementAlongZ | If true, ignore the Z-component of the movement |
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uint8: 1 | bIgnoreSpawnRateWhenMoving | If true, process the default spawn rate when not moving... |
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float | MaxFrameDistance | The maximum valid movement for a single frame. |
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float | MovementTolerance | The tolerance for moving vs. |
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FRawDistributionFloat | SpawnPerUnit | The amount to spawn per meter distribution. The value is retrieved using the EmitterTime. |
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float | UnitScalar | The scalar to apply to the distance traveled. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UParticleModuleSpawnPerUnit
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Initializes the default values for this property |
Overridden from UParticleModuleSpawnBase
Type | Name | Description | |
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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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void | CompileModule
(
FParticleEmitterBuildInfo& EmitterInfo |
Called once to compile the effects of this module on runtime simulation. |
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uint32 | Returns the number of bytes the module requires in the emitters 'per-instance' data block. |
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. |