/** * ParticleModuleLocationDirect * * Sets the location of particles directly. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleLocationDirect extends ParticleModuleLocationBase native(Particle) editinlinenew hidecategories(Object); /** * The location of the particle at a give time. Retrieved using the particle RelativeTime. * IMPORTANT: the particle location is set to this value, thereby over-writing any previous module impacts. */ var(Location) rawdistributionvector Location; /** * An offset to apply to the position retrieved from the Location calculation. * The offset is retrieved using the EmitterTime. * The offset will remain constant over the life of the particle. */ var(Location) rawdistributionvector LocationOffset; /** * Scales the velocity of the object at a given point in the time-line. */ var(Location) rawdistributionvector ScaleFactor; /** Currently unused. */ var(Location) rawdistributionvector Direction; cpptext { virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime); virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); virtual UINT RequiredBytes(FParticleEmitterInstance* Owner = NULL); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); } defaultproperties { bSpawnModule=true bUpdateModule=true Begin Object Class=DistributionVectorUniform Name=DistributionLocation End Object Location=(Distribution=DistributionLocation) Begin Object Class=DistributionVectorConstant Name=DistributionLocationOffset Constant=(X=0,Y=0,Z=0) End Object LocationOffset=(Distribution=DistributionLocationOffset) Begin Object Class=DistributionVectorConstant Name=DistributionScaleFactor Constant=(X=1,Y=1,Z=1) End Object ScaleFactor=(Distribution=DistributionScaleFactor) Begin Object Class=DistributionVectorUniform Name=DistributionDirection End Object Direction=(Distribution=DistributionDirection) }