/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleKillHeight extends ParticleModuleKillBase native(Particle) editinlinenew hidecategories(Object); /** The height at which to kill the particle. */ var(Kill) rawdistributionfloat Height; /** If TRUE, the height should be treated as a world-space position. */ var(Kill) bool bAbsolute; /** * If TRUE, the plane should be considered a floor - ie kill anything BELOW it. * If FALSE, if is a ceiling - ie kill anything ABOVE it. */ var(Kill) bool bFloor; /** If TRUE, take the particle systems scale into account */ var(Kill) bool bApplyPSysScale; 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=DistributionFloatConstant Name=DistributionHeight End Object Height=(Distribution=DistributionHeight) bSupported3DDrawMode=true }