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