/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleAttractorPoint extends ParticleModuleAttractorBase native(Particle) editinlinenew hidecategories(Object); /** The position of the point attractor from the source of the emitter. */ var(Attractor) rawdistributionvector Position; /** The radial range of the attractor. */ var(Attractor) rawdistributionfloat Range; /** The strength of the point attractor. */ var(Attractor) rawdistributionfloat Strength; /** The strength curve is a function of distance or of time. */ var(Attractor) bool StrengthByDistance; /** If TRUE, the velocity adjustment will be applied to the base velocity. */ var(Attractor) bool bAffectBaseVelocity; /** If TRUE, set the velocity. */ var(Attractor) bool bOverrideVelocity; /** If TRUE, treat the position as world space. So don't transform the the point to localspace. */ var(Attractor) bool bUseWorldSpacePosition; cpptext { virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); virtual void Render3DPreview(FParticleEmitterInstance* Owner, const FSceneView* View,FPrimitiveDrawInterface* PDI); } defaultproperties { bUpdateModule=true Begin Object Class=DistributionVectorConstant Name=DistributionPosition End Object Position=(Distribution=DistributionPosition) Begin Object Class=DistributionFloatConstant Name=DistributionRange End Object Range=(Distribution=DistributionRange) Begin Object Class=DistributionFloatConstant Name=DistributionStrength End Object Strength=(Distribution=DistributionStrength) StrengthByDistance=true bAffectBaseVelocity=false bOverrideVelocity=false bSupported3DDrawMode=true }