/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleMeshRotationRateOverLife extends ParticleModuleRotationRateBase native(Particle) editinlinenew hidecategories(Object); /** * The rotation rate desired. * The value is retrieved using the RelativeTime of the particle. */ var(Rotation) rawdistributionvector RotRate; /** * If TRUE, scale the current rotation rate by the value retrieved. * Otherwise, set the rotation rate to the value retrieved. */ var(Rotation) bool bScaleRotRate; cpptext { /** * Called during the spawning of a particle. * * @param Owner The emitter instance that owns the particle. * @param Offset The offset into the particle payload for this module. * @param SpawnTime The spawn time of the particle. */ virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime); /** * Called during the spawning of particles in the emitter instance. * * @param Owner The emitter instance that owns the particle. * @param Offset The offset into the particle payload for this module. * @param DeltaTime The time slice for this update. */ virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); /** * Called when the module is created, this function allows for setting values that make * sense for the type of emitter they are being used in. * * @param Owner The UParticleEmitter that the module is being added to. */ virtual void SetToSensibleDefaults(UParticleEmitter* Owner); /** * Return TRUE if this module impacts rotation of Mesh emitters * @return UBOOL TRUE if the module impacts mesh emitter rotation */ virtual UBOOL TouchesMeshRotation() const { return TRUE; } } defaultproperties { bSpawnModule=true bUpdateModule=true Begin Object Class=DistributionVectorConstantCurve Name=DistributionRotRate End Object RotRate=(Distribution=DistributionRotRate) }