/** * Special Particle system component that can handle rendering at a different FOV than the the world. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKParticleSystemComponent extends ParticleSystemComponent native; /** Used when a custom FOV is set to make sure the particles render properly using the custom FOV */ var public{private} const float FOV; var public{private} const bool bHasSavedScale3D; var public{private} const vector SavedScale3D; cpptext { private: /** Override LocalToWorld with custom FOV changes */ virtual void SetTransformedToWorld(); virtual void InitParticles(); } /** This changes the FOV used for rendering the particle system component. A value of 0 means to use the default. */ native final function SetFOV(float NewFOV); defaultproperties { bAcceptsLights=false bOverrideLODMethod=true LODMethod=PARTICLESYSTEMLODMETHOD_DirectSet SecondsBeforeInactive=1.0f }