/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleAcceleration extends ParticleModuleAccelerationBase native(Particle) editinlinenew hidecategories(Object); /** * The initial acceleration of the particle. * Value is obtained using the EmitterTime at particle spawn. * Each frame, the current and base velocity of the particle * is then updated using the formula * velocity += acceleration * DeltaTime * where DeltaTime is the time passed since the last frame. */ var(Acceleration) rawdistributionvector Acceleration; /** * If true, then apply the particle system components scale * to the acceleration value. */ var(Acceleration) bool bApplyOwnerScale; cpptext { virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime); virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); virtual UINT RequiredBytes(FParticleEmitterInstance* Owner = NULL); } defaultproperties { bSpawnModule=true bUpdateModule=true Begin Object Class=DistributionVectorUniform Name=DistributionAcceleration End Object Acceleration=(Distribution=DistributionAcceleration) }