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KF2-Dev-Scripts/Engine/Classes/AnimNotify_PlayParticleEffect.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimNotify_PlayParticleEffect extends AnimNotify
native(Anim);
/** The Particle system to play **/
var() ParticleSystem PSTemplate;
/** If this effect should be considered extreme content **/
var() bool bIsExtremeContent;
/** If this is extreme content(bIsExtremeContent == TRUE), play this instead **/
var() ParticleSystem PSNonExtremeContentTemplate;
/** If this particle system should be attached to the location.**/
var() bool bAttach;
/** The socketname in which to play the particle effect. Looks for a socket name first then bone name **/
var() name SocketName;
/** The bone name in which to play the particle effect. Looks for a socket name first then bone name **/
var() name BoneName;
/** If TRUE, the particle system will play in the viewer as well as in game */
var() editoronly bool bPreview;
/** If Owner is hidden, skip particle effect */
var() bool bSkipIfOwnerIsHidden;
/** Parameter name for the bone socket actor - SkelMeshActorParamName in the LocationBoneSocketModule.
* (Default value in module is 'BoneSocketActor')
*/
var() name BoneSocketModuleActorName;
`if(`__TW_)
var() bool bUsePostUpdateWorkTickGroup;
`endif
cpptext
{
// AnimNotify interface.
virtual void Notify( class UAnimNodeSequence* NodeSeq );
virtual FString GetEditorComment() { return TEXT("VFX"); }
}
defaultproperties
{
NotifyColor=(R=200,G=255,B=200)
bSkipIfOwnerIsHidden=TRUE
BoneSocketModuleActorName="BoneSocketActor"
`if(`__TW_)
bUsePostUpdateWorkTickGroup=FALSE
`endif
}