/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleLifetime extends ParticleModuleLifetimeBase native(Particle) editinlinenew hidecategories(Object); /** The lifetime of the particle, in seconds. Retrieved using the EmitterTime at the spawn of the particle. */ var(Lifetime) rawdistributionfloat Lifetime; 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); /** * Called when the module is created, this function allows for setting values that make * sense for the type of emitter they are being used in. * * @param Owner The UParticleEmitter that the module is being added to. */ virtual void SetToSensibleDefaults(UParticleEmitter* Owner); virtual FLOAT GetMaxLifetime(); /** * Call to retrieve the lifetime value at the given time. * * @param Owner The emitter instance that owns this module * @param InTime The time input for retrieving the lifetime value * @param Data The data associated with the distribution * * @return FLOAT The Lifetime value */ virtual FLOAT GetLifetimeValue(FParticleEmitterInstance* Owner, FLOAT InTime, UObject* Data = NULL); } defaultproperties { bSpawnModule=true Begin Object Class=DistributionFloatUniform Name=DistributionLifetime End Object Lifetime=(Distribution=DistributionLifetime) }