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Particle

Particle

You can use the Particle component to place a single particle emitter on an entity. An entity can have multiple Particle components.

Particle Component Properties

[Particle component properties]

The Particle component has the following properties:


NameDescription
VisibleIf set, renders the emitter.
EnableIf set, activates the particle effect.
Particle effect librarySpecifies the particle effect library. The Particle component uses the effects from an XML file.
EmittersSelect an emitter from the list after specifying a particle effect library. If emitters are not listed, you can create emitters in the Particle Editor.
Color tintSelect the color of the effect with the color swatch.
Pre-RollIf set, the emitter behaves as though it has been running indefinitely.
Count scaleSets the multiplier for the particle count. Valid values: 0 to 1000 Default value: 1
Time scaleSets the multiplier for the emitter time evolution. Valid values: 0 to 1000 Default value: 1
Pulse periodSets the frequency at which to restart the emitter. Default value: 1
Global size scaleSets the multiplier for all effect sizes. Valid values: 1 to 100 Default value: 1
Particle size scale xSets the multiplier for the particle size on the x-axis. Valid values: 1 to 100
Particle size scale ySets the multiplier for the particle size on the y-axis. Valid values: 1 to 100
Particle size scale zSets the multiplier for the particle size on the z-axis. This parameter applies to geometry particles only. For more information, see the Geometry parameter. Valid values: 1 to 100
Particle size scale randomRandomizes the particle size scale. Valid values: 0 to 1
Speed scaleSets the multiplier for the particle emission speed. Valid values: 1 to 1000
Strength Curve TimeControls all Strength Over Emitter Life curves. The curves will use this Strength Curve Time parameter instead of the actual emitter lifetime. Negative values are ignored. Valid values: -1 to 1
Ignore rotationIf set, ignores the entity’s rotation.
Not attachedIf set, ignores the entity’s position. The emitter does not follow its entity.
Register by bounding boxIf set, uses the bounding box instead of the entity’s position to appear in the visible area.
Use LODIf cleared, ignores the emitter’s level of detail ( LOD ).
Target EntityUses the specified target entity for emitters with the Target Attraction parameter or similar features enabled. For more information, see Movement Attribute.
View distance multiplierAdjusts the maximum view distance. If the value is 1, the default is used. If the value is 1.1, the view distance would be 10% further than the default. Set the value to 100 for infinite visibility. Valid values: 0 to 100
Use VisAreasAllow visible areas to control this component’s visibility.
Enable audioIf set, enables audio.
Audio RTPCSelect the audio Real-Time Parameter Control (RTPC) that the particle effect instance drives.

EBus Request Bus Interface

Use the following request function with the EBus (event bus) interface to communicate with other components of your game.

For more information, see Working with the Event Bus (EBus) system.


NameDescriptionParametersReturnScriptable
HideHides the emitter.NoneNoneYes
ShowShows the emitter.NoneNoneYes
SetVisibilitySets an explicit value for emitter visibility.BooleanNoneYes

Example
The following script uses the EBus interface.

function example:OnActivate()
    ParticleComponentRequestBus.Event.Show(self.entityId)
    ParticleComponentRequestBus.Event.Hide(self.entityId)
    ParticleComponentRequestBus.Event.SetVisibility(self.entityId, false)
end