Navigation
API > API/Runtime > API/Runtime/Engine
Timed Particle Effect Notify Allows a looping particle effect to be played in an animation that will activate at the beginning of the notify and deactivate at the end.
| Name | UAnimNotifyState_TimedParticleEffect |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
| Include Path | #include "Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h" |
Syntax
UCLASS (Blueprintable, Meta=(DisplayName="Timed Particle Effect"), MinimalAPI)
class UAnimNotifyState_TimedParticleEffect : public UAnimNotifyState
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimNotifyState → UAnimNotifyState_TimedParticleEffect
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimNotifyState_TimedParticleEffect
(
const FObjectInitializer& ObjectInitializer |
Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDestroyAtEnd | bool | Whether or not we destroy the component at the end of the notify or instead just stop the emitters. | Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
|
| LocationOffset | FVector | Offset from the socket / bone location. | Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
|
| PreviousPSTemplates | TArray< TObjectPtr< UParticleSystem > > | The following arrays are used to handle property changes during a state. | Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
|
| PreviousSocketNames | TArray< FName > | Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
|
|
| PSTemplate | TObjectPtr< UParticleSystem > | The particle system template to use when spawning the particle component. | Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
|
| RotationOffset | FRotator | Offset from the socket / bone rotation. | Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
|
| SocketName | FName | The socket within our mesh component to attach to when we spawn the particle component. | Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetNotifyName_Implementation() |
Overridden from UAnimNotifyState to provide custom notify name. | Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
Overridden from UAnimNotifyState
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void NotifyBegin
(
USkeletalMeshComponent* MeshComp, |
Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h | ||
virtual void NotifyBegin
(
USkeletalMeshComponent* MeshComp, |
Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h | ||
virtual void NotifyEnd
(
USkeletalMeshComponent* MeshComp, |
Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h | ||
virtual void NotifyEnd
(
USkeletalMeshComponent* MeshComp, |
Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h | ||
virtual void NotifyTick
(
USkeletalMeshComponent* MeshComp, |
Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h | ||
virtual void NotifyTick
(
USkeletalMeshComponent* MeshComp, |
Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ValidateParameters
(
USkeletalMeshComponent* MeshComp |
Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h |