Particle
///warning This class is deprecated, use Niagara instead! ///
Constructorโ
Example
local fx = Particle(
Vector(0, 0, 100),
Rotator(0, 0, 0),
"/Game/Particles/P_Explosion.P_Explosion",
true,
true
)
| Name | Type | Default | Description |
|---|---|---|---|
Location | Vector | (0,0,0) | World-space spawn position |
Rotation | Rotator | (0,0,0) | Initial rotation of the effect |
AssetPath | string | Required | Path to the UParticleSystem asset |
bAutoDestroy | boolean | true | Destroy the component automatically when finished |
bAutoActivate | boolean | true | Play the effect immediately on spawn |
Functionsโ
SetTemplateโ
Changes the particle system to a different UParticleSystem asset at runtime
Example
fx:SetTemplate(UE.UObject.Load("/Game/Particles/P_Smoke.P_Smoke"))
SetMaterialParameterโ
Sets a material parameter by name for the emitter
Example
fx:SetMaterialParameter("MyMaterialParam", myMaterial)
CreateNamedDynamicMaterialInstanceโ
Creates or retrieves a dynamic material instance for the particle system
Example
local dynMat = fx:CreateNamedDynamicMaterialInstance("MyMatSlot")
dynMat:SetScalarParameterValue("Glow", 1.0)
GetNumActiveParticlesโ
Returns how many particles are currently active (useful for pooling or gameplay checks)
Example
local count = particle:GetNumActiveParticles()