UE4 Particle System Reference

本文深入探讨了粒子系统的组成基类,如粒子系统类、发射器类,并介绍了不同类型的发射器模块,如光束、GPU粒子、网格、丝带等。同时详细解释了模块的概念,以及如何通过应用各种模块来控制粒子的行为,包括加速度、吸引、光束、相机、碰撞、颜色、事件、生命期、粒子光照、位置、轨道、定向、参数、旋转、大小、出生等。此外,文章还讨论了不同类型的粒子类型数据模块,如光束类型、GPU粒子类型、网格类型和丝带类型,提供了全面的粒子系统开发指南。

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Base Classes

Reference material over the base classes that make up particle systems, such as the ParticleSystem class and the ParticleEmitter class.

Base Classes Technical Reference

TypeData Modules

The default type of an emitter when added to a ParticleSystem is that of a sprite emitter. It is also possible to create other types of emitters though the use of TypeData modules. These modules provide specific functionality for emitting other types of particles, such as beams, meshes, and ribbons.

psys_beam.gif

The Beam type data module indicates that the emitter should output beams - connecting particles to form a stream between a source point, such as the emitter, and a target point, such as a particle or Actor.

GPUSprites.png

The GPUSprite type data module supports simulating particles on the GPU. Traditional CPU systems allow for thousands of particles in a frame. GPU simulation allows for hundreds of thousands of particles to be simulated and rendered efficiently.

LootBucket.png

The Mesh type data module indicates that the emitter should use StaticMesh instances rather than sprite particles. This is great for effects such as shrapnel or debris.

RibbonSmoke.png

The Ribbon type data module indicates that the emitter should output trails - connecting particles to form ribbons. Particles are connected in the order of their birth. Therefore, the more erratic the initial velocity pattern of the particles, the more chaotic the ribbon.

Modules

Modules are used to control various aspects of the particles that are released by an emitter. They can affect a particle during spawning, updating, or both. Modules interact with each other based on their order within the emitter (their location on the stack of modules in Cascade). For example, applying two velocity modules to an emitter will result in a cumulative effect on the particles.

Engine/Rendering/ParticleSystems/Reference/Modules/Required:Title%

Required & Spawn

Engine/Rendering/ParticleSystems/Reference/Modules/Acceleration:Title%

Acceleration Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Attractor:Title%

Attractor Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Beam:Title%

Beam Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Camera:Title%

Camera Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Collision:Title%

Collision Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Color:Title%

Color Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Event:Title%

Event Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Kill:Title%

Kill Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Lifetime:Title%

Lifetime Modules

Engine/Rendering/ParticleSystems/ParticleLights:Title%

Particle Lights

Engine/Rendering/ParticleSystems/Reference/Modules/Location:Title%

Location Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Orbit:Title%

Orbit Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Orientation:Title%

Orientation Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Parameter:Title%

Parameter Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Rotation:Title%

Rotation Modules

Engine/Rendering/ParticleSystems/Reference/Modules/RotationRate:Title%

Rotation Rate Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Size:Title%

Size Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Spawn:Title%

Spawn Modules

Engine/Rendering/ParticleSystems/Reference/Modules/SubUV:Title%

SubUV Modules

Engine/Rendering/ParticleSystems/Reference/Modules/VectorField:Title%

Vector Field Modules

Engine/Rendering/ParticleSystems/Reference/Modules/Velocity:Title%

Velocity Modules

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