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Enfusion Script API
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Public Member Functions | |
| void | ParticleEffectEntitySpawnParams () |
Public Attributes | |
| TypeName | Type |
| Entity type to be spawned if a .ptc file is given as an effect path. It must inherit from the ParticleEffectEntity type. | |
| BaseWorld | TargetWorld = null |
| Which world where the entity should be spawned? If null, then the current game world is taken. | |
| ETransformMode | TransformMode = ETransformMode.LOCAL |
| vector | Transform [4] |
| IEntity | Parent = null |
| Which parent the entity should be attached to? | |
| int | PivotID = -1 |
| Which bone should be attached to the parent? | |
| bool | AutoTransform = true |
| Should the entity follow his parent, when the parent is moved? | |
| IEntity | FollowParent = null |
| Which parent the entity should be following to? | |
| bool | PlayOnSpawn = true |
| Should the particle be played instantly when spawned? | |
| bool | PlayOnHeadlessClient = false |
| Should the particle be played on dedicated server? | |
| bool | UseFrameEvent = false |
| Set if we should use FRAME instead of the VISIBLE event flag to be updated. | |
| bool | DeleteWhenStopped = true |
| Should the entity be deleted when stopped? | |
| bool | UseParentAsVelocitySource = true |
| Should the parent entity be used as a velocity source? | |
| void ParticleEffectEntitySpawnParams.ParticleEffectEntitySpawnParams | ( | ) |
| bool ParticleEffectEntitySpawnParams.AutoTransform = true |
Should the entity follow his parent, when the parent is moved?
| bool ParticleEffectEntitySpawnParams.DeleteWhenStopped = true |
Should the entity be deleted when stopped?
IMPORTANT* Not used if a prefab is passed as effectPath.
| IEntity ParticleEffectEntitySpawnParams.FollowParent = null |
Which parent the entity should be following to?
Difference between Parent and FollowParent is that FollowParent is not directly attached inside the entity hierarchy of the parent. Imagine a rocket trace particle effect. It should follow the rocket, but not get deleted as soon as the rocket is deleted. It needs to still simulate until there is no particle anymore. IMPORTANT* Parent and FollowParent are exclusive. Parent takes the priority in case both are provided.
| IEntity ParticleEffectEntitySpawnParams.Parent = null |
Which parent the entity should be attached to?
| int ParticleEffectEntitySpawnParams.PivotID = -1 |
Which bone should be attached to the parent?
| bool ParticleEffectEntitySpawnParams.PlayOnHeadlessClient = false |
Should the particle be played on dedicated server?
IMPORTANT* Not used if a prefab is passed as effectPath.
| bool ParticleEffectEntitySpawnParams.PlayOnSpawn = true |
Should the particle be played instantly when spawned?
IMPORTANT* Not used if a prefab is passed as effectPath.
| BaseWorld ParticleEffectEntitySpawnParams.TargetWorld = null |
Which world where the entity should be spawned? If null, then the current game world is taken.
| vector ParticleEffectEntitySpawnParams.Transform[4] |
| ETransformMode ParticleEffectEntitySpawnParams.TransformMode = ETransformMode.LOCAL |
| TypeName ParticleEffectEntitySpawnParams.Type |
Entity type to be spawned if a .ptc file is given as an effect path. It must inherit from the ParticleEffectEntity type.
| bool ParticleEffectEntitySpawnParams.UseFrameEvent = false |
Set if we should use FRAME instead of the VISIBLE event flag to be updated.
This means we should update only when we are rendered, or not. IMPORTANT* Not used if a prefab is passed as effectPath.
| bool ParticleEffectEntitySpawnParams.UseParentAsVelocitySource = true |
Should the parent entity be used as a velocity source?
IMPORTANT* Not used if a prefab is passed as effectPath.