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| Name | UParticleModuleCollision |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/Collision/ParticleModuleCollision.h |
| Include Path | #include "Particles/Collision/ParticleModuleCollision.h" |
Syntax
UCLASS (EditInlineNew, HideCategories=Object, MinimalAPI, Meta=(DisplayName="Actor Collision"))
class UParticleModuleCollision : public UParticleModuleCollisionBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UParticleModule → UParticleModuleCollisionBase → UParticleModuleCollision
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UParticleModuleCollision
(
const FObjectInitializer& ObjectInitializer |
Particles/Collision/ParticleModuleCollision.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bApplyPhysics | uint32 | If true, physic will be applied between a particle and the object it collides with. | Particles/Collision/ParticleModuleCollision.h |
|
| bCollideOnlyIfVisible | uint32 | If true, Particle collision only if particle system is currently being rendered. | Particles/Collision/ParticleModuleCollision.h |
|
| bDropDetail | uint32 | If true, when the World->bDropDetail flag is set, the module will be ignored. | Particles/Collision/ParticleModuleCollision.h |
|
| bIgnoreSourceActor | uint32 | If true, then the source actor is ignored in collision checks. Defaults to true. | Particles/Collision/ParticleModuleCollision.h |
|
| bIgnoreTriggerVolumes | uint32 | Any trigger volumes that are hit will be ignored. | Particles/Collision/ParticleModuleCollision.h |
|
| bOnlyVerticalNormalsDecrementCount | uint32 | If true, then collisions that do not have a vertical hit normal will still react, but UsedMaxCollisions count will not be decremented. | Particles/Collision/ParticleModuleCollision.h |
|
| bPawnsDoNotDecrementCount | uint32 | If true, then collisions with Pawns will still react, but the UsedMaxCollisions count will not be decremented. | Particles/Collision/ParticleModuleCollision.h |
|
| CollisionCompletionOption | TEnumAsByte< enum EParticleCollisionComplete > | What to do once a particles MaxCollisions is reached. | Particles/Collision/ParticleModuleCollision.h |
|
| CollisionTypes | TArray< TEnumAsByte< enum EObjectTypeQuery > > | Which ObjectTypes to collide with | Particles/Collision/ParticleModuleCollision.h |
|
| DampingFactor | FRawDistributionVector | How much to slow the velocity of the particle after a collision. | Particles/Collision/ParticleModuleCollision.h |
|
| DampingFactorRotation | FRawDistributionVector | How much to slow the rotation of the particle after a collision. | Particles/Collision/ParticleModuleCollision.h |
|
| DelayAmount | FRawDistributionFloat | How long to delay before checking a particle for collisions. | Particles/Collision/ParticleModuleCollision.h |
|
| DirScalar | float | The directional scalar value - used to scale the bounds to 'assist' in avoiding inter-penetration or large gaps. | Particles/Collision/ParticleModuleCollision.h |
|
| MaxCollisionDistance | float | Max distance at which particle collision will occur. | Particles/Collision/ParticleModuleCollision.h |
|
| MaxCollisions | FRawDistributionFloat | The maximum number of collisions a particle can have. | Particles/Collision/ParticleModuleCollision.h |
|
| ObjectParams | FCollisionObjectQueryParams | ObjectParams created for array of CollisionTypes | Particles/Collision/ParticleModuleCollision.h | |
| ParticleMass | FRawDistributionFloat | The mass of the particle - for use when bApplyPhysics is true. | Particles/Collision/ParticleModuleCollision.h |
|
| VerticalFudgeFactor | float | The fudge factor to use to determine vertical. | Particles/Collision/ParticleModuleCollision.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitializeDefaults() |
Initializes the default values for this property | Particles/Collision/ParticleModuleCollision.h | |
virtual bool PerformCollisionCheck
(
FParticleEmitterInstance* Owner, |
Perform the desired collision check for this module. | Particles/Collision/ParticleModuleCollision.h |
Overridden from UParticleModule
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanTickInAnyThread() |
Return false if this emitter requires a game thread tick | Particles/Collision/ParticleModuleCollision.h | |
virtual 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. | Particles/Collision/ParticleModuleCollision.h | |
virtual uint32 PrepPerInstanceBlock
(
FParticleEmitterInstance* Owner, |
Allows the module to prep its 'per-instance' data block. | Particles/Collision/ParticleModuleCollision.h | |
virtual uint32 RequiredBytes
(
UParticleModuleTypeDataBase* TypeData |
Returns the number of bytes that the module requires in the particle payload block. | Particles/Collision/ParticleModuleCollision.h | |
virtual uint32 RequiredBytesPerInstance() |
Returns the number of bytes the module requires in the emitters 'per-instance' data block. | Particles/Collision/ParticleModuleCollision.h | |
virtual void SetToSensibleDefaults
(
UParticleEmitter* Owner |
For Cascade. | Particles/Collision/ParticleModuleCollision.h | |
virtual void Spawn
(
const FSpawnContext& Context |
Particles/Collision/ParticleModuleCollision.h | ||
virtual void Update
(
const FUpdateContext& Context |
Particles/Collision/ParticleModuleCollision.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Particles/Collision/ParticleModuleCollision.h | ||
virtual void PostInitProperties() |
Particles/Collision/ParticleModuleCollision.h | ||
virtual void PostLoad() |
Particles/Collision/ParticleModuleCollision.h |