/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleEventReceiverSpawn extends ParticleModuleEventReceiverBase native(Particle) editinlinenew hidecategories(Object); /** The number of particles to spawn. */ var(Spawn) rawdistributionfloat SpawnCount; /** * For Death-based event receiving, if this is TRUE, it indicates that the * ParticleTime of the event should be used to look-up the SpawnCount. * Otherwise (and in all other events received), use the emitter time of * the event. */ var(Spawn) bool bUseParticleTime; /** * If TRUE, use the location of the particle system component for spawning. * if FALSE (default), use the location of the particle event. */ var(Location) bool bUsePSysLocation; /** * If TRUE, use the velocity of the dying particle as the start velocity of * the spawned particle. */ var(Velocity) bool bInheritVelocity; /** * If bInheritVelocity is TRUE, scale the velocity with this. */ var(Velocity) rawdistributionvector InheritVelocityScale; cpptext { // UObject functionality // Event Receiver functionality /** * Process the event... * * @param Owner The FParticleEmitterInstance this module is contained in. * @param InEvent The FParticleEventData that occurred. * @param DeltaTime The time slice of this frame. * * @return UBOOL TRUE if the event was processed; FALSE if not. */ virtual UBOOL ProcessParticleEvent(FParticleEmitterInstance* Owner, FParticleEventData& InEvent, FLOAT DeltaTime); } defaultproperties { bSpawnModule=true bUpdateModule=true Begin Object Class=DistributionFloatConstant Name=RequiredDistributionSpawnCount Constant=0.0 End Object SpawnCount=(Distribution=RequiredDistributionSpawnCount) Begin Object Class=DistributionVectorConstant Name=RequiredDistributionInheritVelocityScale Constant=(X=1.0,Y=1.0,Z=1.0) End Object InheritVelocityScale=(Distribution=RequiredDistributionInheritVelocityScale) }