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Version: latest - a1.73.x βš–οΈ

✨ Particle

Class to spawn Particle Systems used to create effects in the world.


πŸ’‚Authority
This class can be spawned on both 🟧 Client and 🟦 Server side (if you spawn it on client, it won't be synchronized with other players).
πŸ‘ͺInheritance
This class shares methods and events from , .
πŸ§‘β€πŸ’»API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!

tip

Both Cascade and Niagara Particle Systems are supported!

πŸŽ’ Examples​

local my_particle = Particle(
Vector(-200, 100, 100),
Rotator(0, 0, 0),
"nanos-world::P_Explosion",
true, -- Auto Destroy?
true -- Auto Activate?
)

πŸ›  Constructors​

Default Constructor

No description provided

local my_particle = Particle(location, rotation, asset, auto_destroy?, auto_activate?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
asset Required parameter No description provided
auto_destroytrueNo description provided
auto_activatetrueNo description provided
Note

auto_destroy means the Entity will be immediately destroyed after spawned, losing references to the Particle System spawned in-game. So if the Particle System itself loops indefinitely, it will keep playing until the Player reconnects.

πŸ—Ώ Static Functions​

Inherited Entity Static Functions
Particle inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
of Returns a table containing all Entities of the class this is called on
Returns a specific Entity of this class at an index
Returns how many Entities of this class exist
of Gets a list of all directly inherited classes from this Class created with the Inheriting System
Returns an iterator with all Entities of this class to be used with pairs()
or Gets the parent class if this Class was created with the Inheriting System
Inherits this class with the Inheriting System
Gets if this Class is child of another class if this Class was created with the Inheriting System
Subscribes to an Event for all entities of this Class
Subscribes to a custom event called from server
Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed

This class doesn't have own static functions.

🦠 Functions​

Inherited Entity Functions
Particle inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
Calls a custom remote event directly on this entity to all Players
Calls a custom remote event directly on this entity to a specific Player
Calls a custom remote event directly on this entity
Destroys this Entity
of Gets a list of all values keys
Gets the class of this entity
Gets the universal network ID of this Entity (same on both client and server)
Gets a Value stored on this Entity at the given key
Recursively checks if this entity is inherited from a Class
Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
Sets a Value in this Entity
Subscribes to an Event on this specific entity
Subscribes to a custom event called from server on this specific entity
Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
Inherited Actor Functions
Particle inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
Adds an Unreal Actor Tag to this Actor
Applies a force in world world to this Actor
Attaches this Actor to any other Actor, optionally at a specific bone
Detaches this Actor from AttachedTo Actor
of Gets all Unreal Actor Tags on this Actor
of Gets all Actors attached to this Actor
or Gets the Actor this Actor is attached to
Gets this Actor's bounds
Gets this Actor's collision type
Gets this Actor's dimension
Gets the distance of this Actor from the Camera
VectorGets this Actor's force (set by SetForce())
VectorGets this Actor's location in the game world
Player or Gets this Actor's Network Authority Player
VectorGets this Actor's Relative Location if it's attached
RotatorGets this Actor's Relative Rotation if it's attached
RotatorGets this Actor's angle in the game world
VectorGets this Actor's scale
Gets the percentage of this Actor size in the screen
Gets a Socket Transform in world space given a bone or socket name
VectorGets this Actor's current velocity
Gets if this Actor was spawned by the client side
Returns true if the local Player is currently the Network Authority of this Actor
Returns true if this Actor is being destroyed
Returns true if gravity is enabled on this Actor
Returns true if this Actor is in water
Returns true if this Actor is currently network distributed
Returns true if this Actor is visible
Removes an Unreal Actor Tag from this Actor
Smoothly rotates this actor to an angle over a certain time
Sets this Actor's collision type
Sets this Actor's Dimension
Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
Sets whether gravity is enabled on this Actor
Sets whether the highlight is enabled on this Actor, and which highlight index to use
Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
Sets this Actor's location in the game world
Sets the Player to have network authority over this Actor
Sets if this Actor will auto distribute the network authority between players
Sets whether the outline is enabled on this Actor, and which outline index to use
Sets this Actor's relative location in local space (only if this actor is attached)
Sets this Actor's relative rotation in local space (only if this actor is attached)
Sets this Actor's rotation in the game world
Sets this Actor's scale
Sets whether the actor is visible or not
Smoothly moves this actor to a location over a certain time
Gets if this Actor was recently rendered on screen
ReturnsNameDescription
Activates the Emitter
Deactivate the Emitter
Returns if this Particle is active
Sets a boolean parameter in this Particle System
Sets a Color parameter in this Particle System
Sets a float parameter in this Particle System
Sets an integer parameter in this Particle System
Sets a Material parameter in this Particle System
Sets a Material from a Canvas parameter in this Particle System
Sets a Material from a Texture parameter in this Particle System
Sets a Material from a Canvas parameter in this Particle System
Sets a Vector parameter in this Particle System

Activate

Activates the Emitter

my_particle:Activate(should_reset)
TypeParameterDefaultDescription
should_reset Required parameter If should reset

See also Deactivate, IsActive.


Deactivate

Deactivate the Emitter

my_particle:Deactivate()

See also Activate, IsActive.


IsActive

Returns if this Particle is active

β€” Returns .

local ret = my_particle:IsActive()

See also Activate, Deactivate.


SetParameterBool

Sets a boolean parameter in this Particle System

my_particle:SetParameterBool(parameter, value)
TypeParameterDefaultDescription
parameter Required parameter The parameter name
value Required parameter The boolean value

SetParameterColor

Sets a Color parameter in this Particle System

my_particle:SetParameterColor(parameter, value)
TypeParameterDefaultDescription
parameter Required parameter The parameter name
Colorvalue Required parameter The Color value

SetParameterFloat

Sets a float parameter in this Particle System

my_particle:SetParameterFloat(parameter, value)
TypeParameterDefaultDescription
parameter Required parameter The parameter name
value Required parameter The float value

SetParameterInt

Sets an integer parameter in this Particle System

my_particle:SetParameterInt(parameter, value)
TypeParameterDefaultDescription
parameter Required parameter The parameter name
value Required parameter The int value

SetParameterMaterial

Sets a Material parameter in this Particle System

my_particle:SetParameterMaterial(parameter, value)
TypeParameterDefaultDescription
parameter Required parameter The parameter name
value Required parameter The Material value

SetParameterMaterialFromCanvas

This will create a Material and set this Canvas as it's parameter internally, then set the Material into the Particle parameter

my_particle:SetParameterMaterialFromCanvas(parameter, value)
TypeParameterDefaultDescription
parameter Required parameter The parameter name
Canvasvalue Required parameter The Canvas value

SetParameterMaterialFromTexture

This will create a Material and set this Texture as it's parameter internally, then set the Material into the Particle parameter

my_particle:SetParameterMaterialFromTexture(parameter, value)
TypeParameterDefaultDescription
parameter Required parameter The parameter name
value Required parameter The Texture value

SetParameterMaterialFromWebUI

This will create a Material and set this WebUI as it's parameter internally, then set the Material into the Particle parameter

my_particle:SetParameterMaterialFromWebUI(parameter, value)
TypeParameterDefaultDescription
parameter Required parameter The parameter name
WebUIvalue Required parameter The WebUI value

SetParameterVector

Sets a Vector parameter in this Particle System

my_particle:SetParameterVector(parameter, value)
TypeParameterDefaultDescription
parameter Required parameter The parameter name
Vectorvalue Required parameter The Vector value

πŸš€ Events​

Inherited Entity Events
Particle inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
Triggered when a new Class is registered with the Inheriting System
Triggered when an Entity is destroyed
Triggered when an Entity is spawned/created
Triggered when an Entity has a value changed with :SetValue()
Inherited Actor Events
Particle inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
Triggered when an Actor changes it's dimension

This class doesn't have own events.