/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleVelocity extends ParticleModuleVelocityBase native(Particle) editinlinenew hidecategories(Object); /** * The velocity to apply to a particle when it is spawned. * Value is retrieved using the EmitterTime of the emitter. */ var(Velocity) rawdistributionvector StartVelocity; /** * The velocity to apply to a particle along its radial direction. * Direction is determined by subtracting the location of the emitter from the particle location at spawn. * Value is retrieved using the EmitterTime of the emitter. */ var(Velocity) rawdistributionfloat StartVelocityRadial; cpptext { virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime); /** * Extended version of spawn, allows for using a random stream for distribution value retrieval * * @param Owner The particle emitter instance that is spawning * @param Offset The offset to the modules payload data * @param SpawnTime The time of the spawn * @param InRandomStream The random stream to use for retrieving random values */ void SpawnEx(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime, class FRandomStream* InRandomStream); } defaultproperties { bSpawnModule=true Begin Object Class=DistributionVectorUniform Name=DistributionStartVelocity End Object StartVelocity=(Distribution=DistributionStartVelocity) Begin Object Class=DistributionFloatUniform Name=DistributionStartVelocityRadial End Object StartVelocityRadial=(Distribution=DistributionStartVelocityRadial) }