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KF2-Dev-Scripts/Engine/Classes/ParticleModuleStoreSpawnTime.uc
2020-12-13 18:01:13 +03:00

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1.1 KiB
Ucode

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