52 lines
1.6 KiB
Ucode
52 lines
1.6 KiB
Ucode
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/**
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ParticleModuleMaterialByParameter extends ParticleModuleMaterialBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/**
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* For Sprite and SubUV emitters only the first entry in these arrays will be valid.
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* For Mesh emitters the code will try to match the order of the materials to the ones in the mesh material arrays.
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*
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* @see UParticleModuleMaterialByParameter::Update
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**/
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var() array<name> MaterialParameters;
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/** The default materials to use when the MaterialParameter is not found. */
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var() editfixedsize array<MaterialInterface> DefaultMaterials;
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cpptext
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{
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/**
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* Called on a particle that is being updated by its emitter.
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*
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* @param Owner The FParticleEmitterInstance that 'owns' the particle.
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* @param Offset The modules offset into the data payload of the particle.
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* @param DeltaTime The time since the last update.
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*/
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virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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/**
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* Auto-populates the Emitter actors Instance list.
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*/
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virtual void AutoPopulateInstanceProperties(UParticleSystemComponent* PSysComp);
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/**
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* Retrieve the ParticleSysParams associated with this module.
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*
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* @param ParticleSysParamList The list of FParticleSysParams to add to
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*/
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virtual void GetParticleSysParamsUtilized(TArray<FString>& ParticleSysParamList);
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}
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defaultproperties
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{
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bSpawnModule=false
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bUpdateModule=true
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}
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