/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleCollisionActor extends ParticleModuleCollision native(Particle) editinlinenew hidecategories(Object); /** * List of actor parameter names (set on the placed instance) that this particle emitter should collide against */ var(Actors) array ActorsToCollideWith; /** * If TRUE, then collide with any pawns as well */ var(Actors) bool bCheckPawnCollisions; cpptext { virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); /** * Returns the number of bytes the module requires in the emitters 'per-instance' data block. * * @param Owner The FParticleEmitterInstance that 'owns' the particle. * * @return UINT The number of bytes the module needs per emitter instance. */ virtual UINT RequiredBytesPerInstance(FParticleEmitterInstance* Owner = NULL); /** * Allows the module to prep its 'per-instance' data block. * * @param Owner The FParticleEmitterInstance that 'owns' the particle. * @param InstData Pointer to the data block for this module. */ virtual UINT PrepPerInstanceBlock(FParticleEmitterInstance* Owner, void* InstData); /** * Perform the desired collision check for this module. * * @param Owner The emitter instance that owns the particle being checked * @param InParticle The particle being checked for a collision * @param Hit The hit results to fill in for a collision * @param SourceActor The source actor for the check * @param End The end position for the check * @param Start The start position for the check * @param TraceFlags The trace flags to use for the check * @param Extent The extent to use for the check * * @return UBOOL TRUE if a collision occurred. */ virtual UBOOL PerformCollisionCheck(FParticleEmitterInstance* Owner, FBaseParticle* InParticle, FCheckResult& Hit, AActor* SourceActor, const FVector& End, const FVector& Start, DWORD TraceFlags, const FVector& Extent); /** * Helper function used by the editor to auto-populate a placed AEmitter with any * instance parameters that are utilized. * * @param PSysComp The particle system component to be populated. */ virtual void AutoPopulateInstanceProperties(UParticleSystemComponent* PSysComp); } defaultproperties { }