UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ParticleModuleBeamNoise.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
10#pragma once
11
12#include "CoreMinimal.h"
17#include "ParticleModuleBeamNoise.generated.h"
18
21
22UCLASS(editinlinenew, hidecategories=Object, MinimalAPI, meta=(DisplayName = "Noise"))
24{
26
27 static const uint32 MaxNoiseTessellation = 500;
28
30 UPROPERTY(EditAnywhere, Category=LowFreq)
31 uint32 bLowFreq_Enabled:1;
32
34 UPROPERTY(EditAnywhere, Category=LowFreq)
36
41 UPROPERTY(EditAnywhere, Category=LowFreq)
42 int32 Frequency_LowRange;
43
45 UPROPERTY(EditAnywhere, Category=LowFreq)
46 struct FRawDistributionVector NoiseRange;
47
49 UPROPERTY(EditAnywhere, Category=LowFreq)
50 struct FRawDistributionFloat NoiseRangeScale;
51
56 UPROPERTY(EditAnywhere, Category=LowFreq)
57 uint32 bNRScaleEmitterTime:1;
58
60 UPROPERTY(EditAnywhere, Category=LowFreq)
61 struct FRawDistributionVector NoiseSpeed;
62
64 UPROPERTY(EditAnywhere, Category=LowFreq)
65 uint32 bSmooth:1;
66
68 UPROPERTY(EditAnywhere, Category=LowFreq)
69 float NoiseLockRadius;
70
72 UPROPERTY()
73 uint32 bNoiseLock:1;
74
76 UPROPERTY(EditAnywhere, Category=LowFreq)
77 uint32 bOscillate:1;
78
80 UPROPERTY(EditAnywhere, Category=LowFreq)
81 float NoiseLockTime;
82
84 UPROPERTY(EditAnywhere, Category=LowFreq)
85 float NoiseTension;
86
88 UPROPERTY(EditAnywhere, Category=LowFreq)
89 uint32 bUseNoiseTangents:1;
90
92 UPROPERTY(EditAnywhere, Category=LowFreq)
93 struct FRawDistributionFloat NoiseTangentStrength;
94
96 UPROPERTY(EditAnywhere, Category=LowFreq)
97 int32 NoiseTessellation;
98
103 UPROPERTY(EditAnywhere, Category=LowFreq)
104 uint32 bTargetNoise:1;
105
112 UPROPERTY(EditAnywhere, Category=LowFreq)
113 float FrequencyDistance;
114
116 UPROPERTY(EditAnywhere, Category=LowFreq)
117 uint32 bApplyNoiseScale:1;
118
124 UPROPERTY(EditAnywhere, Category=LowFreq)
125 struct FRawDistributionFloat NoiseScale;
126
128 void InitializeDefaults();
129
130 //Begin UObject Interface
131#if WITH_EDITOR
132 virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
133#endif // WITH_EDITOR
134 virtual void PostInitProperties() override;
135 //End UObject Interface
136
137 //Begin UParticleModule Interface
138 virtual void Spawn(const FSpawnContext& Context) override;
139 virtual void Update(const FUpdateContext& Context) override;
140 virtual void SetToSensibleDefaults(UParticleEmitter* Owner) override;
141 //End UParticleModule Interface
142
143 // @todo document
144 void GetNoiseRange(FVector& NoiseMin, FVector& NoiseMax);
145};
146
147
148
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition ParticleEmitter.h:98
Definition ParticleModuleBeamBase.h:60
Definition ParticleModuleBeamNoise.h:24
Definition ParticleEmitterInstances.h:226
Definition UnrealType.h:6865
Definition DistributionFloat.h:28
Definition DistributionVector.h:59