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Unreal Engine C++ API Reference > Runtime > Engine > Particles > TypeData
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UParticleModule
- UParticleModuleTypeDataBase
- UParticleModuleTypeDataMesh
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/TypeData/ParticleModuleTypeDataMesh.h |
Include | #include "Particles/TypeData/ParticleModuleTypeDataMesh.h" |
Syntax
class UParticleModuleTypeDataMesh : public UParticleModuleTypeDataBase
Variables
Type | Name | Description | |
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TEnumAsByte< EParticleAxisLock > | AxisLockOption | The axis to lock the mesh on. |
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uint8: 1 | bApplyParticleRotationAsSpin | If true, apply 'sprite' particle rotation about the orientation axis (direction mesh is pointing). |
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uint8: 1 | bCameraFacing | If true, then point the X-axis of the mesh towards the camera. |
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uint8: 1 | bCollisionsConsiderPartilceSize | If true, all collisions for mesh particle on this emitter will take the particle size into account. |
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uint8: 1 | bEnableMotionBlur | |
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uint8: 1 | bFaceCameraDirectionRatherThanPosition | If true, all camera facing options will point the mesh against the camera's view direction rather than pointing at the cameras location. |
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uint8: 1 | bOverrideDefaultMotionBlurSettings | |
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uint8: 1 | bOverrideMaterial | If true, use the emitter material when rendering rather than the one applied to the static mesh model. |
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uint8: 1 | bUseStaticMeshLODs | Use the static mesh's LOD setup and switch LODs based on largest particle's screen size |
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TEnumAsByte< enum EMeshCameraFacingOptions > | CameraFacingOption | The camera facing option to use: All camera facing options without locked axis assume X-axis will be facing the camera. |
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uint8: 1 | CastShadows | If true, has the meshes cast shadows |
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uint8: 1 | DoCollisions | UNUSED (the collision module dictates doing collisions) |
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float | LODSizeScale | Use the static mesh's LOD setup and switch LODs based on largest particle's screen size |
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TObjectPtr< UStaticMesh > | Mesh | The static mesh to render at the particle positions |
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TEnumAsByte< enum EMeshScreenAlignment > | MeshAlignment | The alignment to use on the meshes emitted. |
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FRandomStream | RandomStream | Random stream for the initial rotation distribution |
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FRawDistributionVector | RollPitchYawRange | The 'pre' rotation pitch (in degrees) to apply to the static mesh used. |
Constructors
Type | Name | Description | |
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UParticleModuleTypeDataMesh
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | ||
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int32 | ||
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int32 | ||
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void |
Overridden from UParticleModuleTypeDataBase
Type | Name | Description | |
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void | CollectPSOPrecacheData
(
const UParticleEmitter* Emitter, |
|
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FParticleEmitterInstance * | CreateInstance
(
UParticleEmitter* InEmitterParent, |
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const FVertexFactoryType * | ||
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bool | ||
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bool | Determine if motion blur is enabled for the owning emitter. | |
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bool | ||
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bool |
Overridden from UParticleModule
Type | Name | Description | |
---|---|---|---|
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void | SetToSensibleDefaults
(
UParticleEmitter* Owner |
For Cascade. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | BeginDestroy () |
Called before destroying the object. |
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bool | Called during async load to determine if PostLoad can be called on the loading thread. | |
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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. |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |
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void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
Type | Name | Description | |
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TEnumAsByte< enum EMeshCameraFacingUpAxis > | CameraFacingUpAxisOption_DEPRECATED | The axis of the mesh to point up when camera facing the X-axis. |