Passer au contenu principal
Version: bleeding-edge 🩸

✨ Particle

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


💂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).
👪Inheritance
This class shares methods and events from Base Entity, Base Actor.
🧑‍💻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!

🎒 Examples

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

🛠 Constructors

Default Constructor

local my_particle = Particle(location, rotation, asset, auto_destroy?, auto_activate?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
Particle Referenceasset Required parameter No description provided
booleanauto_destroytrueNo description provided
booleanauto_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.

🗿 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
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
tableInheritInherits this class with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes 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
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
DestroyDestroys this Entity
table of stringGetAllValuesKeysGets a list of all values keys
tableGetClassGets the class of this entity
integerGetIDGets the universal network ID of this Entity (same on both client and server)
anyGetValueGets a Value stored on this Entity at the given key
booleanIsARecursively checks if this entity is inherited from a Class
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
SetValueSets a Value in this Entity
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes 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
AddActorTagAdds an Unreal Actor Tag to this Actor
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DetachDetaches this Actor from AttachedTo Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
integerGetDimensionGets this Actor's dimension
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
VectorGetForceGets this Actor's force (set by SetForce())
VectorGetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
RotatorGetRotationGets this Actor's angle in the game world
VectorGetScaleGets this Actor's scale
floatGetScreenPercentageGets the percentage of this Actor size in the screen
VectorGetVelocityGets this Actor's current velocity
booleanHasAuthorityGets if this Actor was spawned by the client side
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
booleanIsVisibleReturns true if this Actor is visible
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
RotateToSmoothly rotates this actor to an angle over a certain time
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetVisibilitySets whether the actor is visible or not
TranslateToSmoothly moves this actor to a location over a certain time
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
ReturnsNameDescription
ActivateActivates the Emitter
DeactivateDeactivate the Emitter
booleanIsActiveReturns if this Particle is active
SetParameterBoolSets a boolean parameter in this Particle System
SetParameterColorSets a Color parameter in this Particle System
SetParameterFloatSets a float parameter in this Particle System
SetParameterIntSets an integer parameter in this Particle System
SetParameterMaterialSets a Material parameter in this Particle System
SetParameterMaterialFromCanvasSets a Material from a Canvas parameter in this Particle System
SetParameterMaterialFromTextureSets a Material from a Texture parameter in this Particle System
SetParameterMaterialFromWebUISets a Material from a Canvas parameter in this Particle System
SetParameterVectorSets a Vector parameter in this Particle System

Activate

Activates the Emitter

my_particle:Activate(should_reset)
TypeParameterDefaultDescription
booleanshould_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

— Returns boolean.

local ret = my_particle:IsActive()

See also Activate, Deactivate.


SetParameterBool

Sets a boolean parameter in this Particle System

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

SetParameterColor

Sets a Color parameter in this Particle System

my_particle:SetParameterColor(parameter, value)
TypeParameterDefaultDescription
stringparameter 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
stringparameter Required parameter The parameter name
floatvalue Required parameter The float value

SetParameterInt

Sets an integer parameter in this Particle System

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

SetParameterMaterial

Sets a Material parameter in this Particle System

my_particle:SetParameterMaterial(parameter, value)
TypeParameterDefaultDescription
stringparameter Required parameter The parameter name
Material Referencevalue 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
stringparameter 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
stringparameter Required parameter The parameter name
Image Pathvalue 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
stringparameter 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
stringparameter Required parameter The parameter name
Vectorvalue Required parameter The Vector value

🚀 Events

Inherited Entity Events
Particle inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
ClassRegisterTriggered when a new Class is registered with the Inheriting System
DestroyTriggered when an Entity is destroyed
SpawnTriggered when an Entity is spawned/created
ValueChangeTriggered 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
DimensionChangeTriggered when an Actor changes it's dimension
This class doesn't have own events.