![]() Specifies the name of the bone on the SkeletalMesh to which a vertex or surface must be weighted in order to serve as the source for the particles. The Sphere (Seeded) module is identical to the Sphere module in that it sets the initial location of particles within a sphere shape however, this module allows you to specify seed information to be used when choosing distribution values in order to provide a more consistent effect from the module each time the emitter is used. It contains the following member(s):Ī float distribution giving the radius of the sphere. The Cylinder (Seeded) module is identical to the Cylinder module in that it sets the initial location of particles within a cylinder shape however, this module allows you to specify seed information to be used when choosing distribution values in order to provide a more consistent effect from the module each time the emitter is used. Only used if the Velocity value is checked ( true).Ī vector distribution indicating the location of the bounding primitive, relative to the position of the emitter. ![]() Positive_X, Positive_Y, Positive_Z, Negative_X, Negative_Y, Negative_Zīoolean values indicating the valid axes for particle spawning.Ī Boolean value indicating that the particles should only be spawned on the surface of the primitive.Ī Boolean value indicating that the particle should get its velocity from the position within the primitive.Ī float distribution indicating the scale that should be applied to the velocity. Orient the cylinder with height along the particle system Z-axis. Orient the cylinder with height along the particle system Y-axis. Orient the cylinder with height along the particle system X-axis. The Emitter InitLoc module is used to set the initial location of a particle to the position of a particle from another emitter (in the same particle system). This allows for warping the particles to fit the path they are following. The offset will remain constant over the life of the particle.Ī vector distribution which allows for scaling the velocity of the object at a given point in the timeline. This is useful for using a Location field set by script code to an Actor or something, and a random LocationOffset to offset it around the object. The offset is retrieved using the EmitterTime. NOTE that the particle location is set to this value, thereby over-writing any previous module impacts.Ī vector distribution giving the offset to apply from the position retrieved from the Location calculation. The value is retrieved based on the Particle RelativeTime. It provides the following properties:Ī vector distribution giving the location of the particle at a given time. The Bone/Socket Location module allows particle to be spawned directly at the locations of bones or sockets of a SkeletalMesh. Value is retrieved based on the EmitterTime at the spawn of the particle. It contains the following member(s):Ī vector distribution indicating the world-space offset the particle should use. This means the particle will always spawn offset in world space regardless of the orientation of the emitter, but will keep that offset relative to the emitter throughout its life. The offset is in world space but respects the Use Local Space flag through the life of the particle. The World Offset module is used to offset the initial location of a particle. The Initial Loc (Seeded) module is identical to the Initial Location module in that it sets the initial location of a particle at spawn time however, this module allows you to specify seed information to be used when choosing distribution values in order to provide a more consistent effect from the module each time the emitter is used. The Particle.Location field then has this value added to it. If the particle emitter does not have the Use Local Space flag, this value is transformed into world-space. In Spawn, the module retrieves the appropriate values from the distribution using the current emitter time. A value of 0.5 would cause half of the particles to emit from those points, while the other half would still spawn randomly. For example, a value of 1 will cause all particles to emit from those points. When Distribute over NPoints is set to any non-zero number, this provides a percentage for how many of the particles will emit from those evenly-spaced points. For instance, if the min and max values of a distribution defined a line 100 units long, setting this value to 2 would cause particles to only be emitted from the actual min and max locations, nowhere in between. ![]() When this is set to a non-zero number, it provides a number of evenly-spaced points along a uniform distribution from which to emit. A vector distribution indicating the location the particle should be emitted, relative to the emitter.
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