34 lines
1.1 KiB
Ucode
34 lines
1.1 KiB
Ucode
/**
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* With this you can store the exact time a particle system was spawned. This is useful for additional effects based off the
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* time when the parent effect's particles were spawned. You need to the spawn time because the RelativeTime is for when that
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* specific particle system will die. Due to having random durations you are not guarenteed for that value to represent the order in
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* which the individual particles were spawned.
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*
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ParticleModuleStoreSpawnTime extends ParticleModuleStoreSpawnTimeBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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cpptext
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{
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virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
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/**
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* Returns the number of bytes that the module requires in the particle payload block.
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*
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* @param Owner The FParticleEmitterInstance that 'owns' the particle.
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*
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* @return UINT The number of bytes the module needs per particle.
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*/
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virtual UINT RequiredBytes(FParticleEmitterInstance* Owner = NULL);
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}
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defaultproperties
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{
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}
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