Legacy:ParticleEmitter Cookbook - Unreal Wiki

# Legacy:ParticleEmitter Cookbook

### From Unreal Wiki, The Unreal Engine Documentation Site

A page of nice settings for ParticleEmitters.

Owners of UT2004 can find some more examples to play around with in the map ParticleExamples.ut2.

## Ingredients

### Spawn Locations

Here's some of the ways you can have the particles spawn

#### Flat disc

- StartLocationShape = PTLS_Polar
- StartLocationPolarRange:
  - X = 0 - 65536 (This gives you the full circle of longitude in polar co-ordinates)
  - Y = 16384 - 16384 (This gives you just the equator – latitude 16384 RUU only, which is 90 degrees )
  - Z = 0 - r, where r is the radius you want for the disc in UU.

#### Preset Shapes

MeshSpawningStaticMesh
  A StaticMesh, whose vertices should be used as possible start location offsets.
  The ParticleMeshes package provides some useful StaticMeshes for this.
MeshSpawning
  usually PTMS_Random, but PTMS_Linear might be good for certain effects
MeshScaleRange
  Similar to DrawScale3D for actors. Use this to scale the StaticMesh if it's too large or too small.

### Colors

#### Confetti

To get multicolored particles spawning, use Color -> ColorMultiplierRange. Set all three X, Y, Z components to the range 0.5 - 1, for example.

## Ready-cooked examples

### Beam

Lighting from Asbestos:

    BeamDistanceRange=(Min=120.000000,Max=120.000000)
    DetermineEndPointBy=PTEP_Distance
    BeamTextureUScale=3.000000
    HighFrequencyNoiseRange=(X=(Min=-10.000000,Max=10.000000),Y=(Min=-10.000000,Max=10.000000))
    HighFrequencyPoints=4
    FadeOutStartTime=0.180000
    FadeOut=True
    CoordinateSystem=PTCS_Relative
    StartLocationShape=PTLS_Polar
    StartLocationPolarRange=(Z=(Min=-150.000000,Max=150.000000))
    AlphaTest=False
    RevolutionsPerSecondRange=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
    UseRotationFrom=PTRS_Normal
    RotationOffset=(Yaw=-16384)
    StartSizeRange=(X=(Min=40.000000,Max=40.000000),Y=(Min=2.000000,Max=2.000000))
    Texture=Texture'EpicParticles.Beams.HotBolt01aw'
    LifetimeRange=(Min=0.200000,Max=0.250000)
    StartVelocityRange=(X=(Min=-51.000000,Max=51.000000),Y=(Min=-51.000000,Max=51.000000))
    GetVelocityDirectionFrom=PTVD_AddRadial
    WarmupTicksPerSecond=1.000000
    RelativeWarmupTime=1.000000

### Sprite

Rising bubbles as in DM-Oceanic. These are in a line

    Acceleration=(Z=35.000000)
    MaxParticles=30
    StartLocationRange=(X=(Min=-150.000000,Max=150.000000))
    UseRotationFrom=PTRS_Actor
    SpinParticles=True
    StartSpinRange=(X=(Min=0.500000,Max=0.400000))
    StartSizeRange=(X=(Min=1.000000,Max=6.000000),Y=(Min=1.000000,Max=6.000000))
    UniformSize=True
    Texture=Texture'AWGlobal.Liquids.Bubble01aw'
    LifetimeRange=(Min=6.000000,Max=6.000000)
    WarmupTicksPerSecond=1.000000
    RelativeWarmupTime=1.000000

## Discussion

ZxAnPhOrIaN: Should this have subpages with the actual copy n' paste stuff directly from the editor? It will save the mapper tons of time creating it, and still have the original stuff here.

Tarquin: If you want to copy emitters from other maps, you don't need the wiki: open the map, copy, paste into your map. The above lists need trimming down a bit, but I don't yet understand what all the properties do...

Wormbo: More examples can be found at udn2:EmittersExamples, Emitters and ParticleEmitter subclasses are explained at udn2:EmittersTutorial

Tarquin: HElp! where do I find this texture: http://udn.epicgames.com/Two/EmittersExamples#The_Mist (or a decent equivalent?)

JonAzz: Just use the picture of the texture provided there or this one: http://forums.beyondunreal.com/showpost.php?p=1460381&postcount=8

Bob_The_Beheader: I've had some trouble making spark emmiters to give the effect of a short in an electrical system or something like that. Could someone please write the ingrediants for something like that?

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