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A lifetime state machine that plays once: a start delay, one emitting phase, an outro, then finished. It has no intro and no loop.
It is the behaviour that a VfxLifetimeComponent uses
when LifetimeBehavior is not set. Its values start at: startDelay 0,
EmitterDuration 1, OutroDuration 0, particleLifetime 1.
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Flag = false Has no effect. The client reads the flag for each new particle and does not use the result.
Pointer<IVfxFloatDriver> Embed<VfxFloatDynamicProperty> Length of the emitting phase, in seconds, evaluated once when the emitter is created. A negative value makes the emitter emit forever. The value is also the emission duration that the emitter reports to the particle system.
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Pointer<IVfxFloatDriver> Embed<VfxFloatDynamicProperty> Length of the outro, in seconds, evaluated when the outro starts. When the outro ends,
the client removes every remaining particle. A negative value uses one new evaluation
of particleLifetime instead, if that is positive and finite, and 0 otherwise.
Pointer<IVfxFloatDriver> Embed<VfxFloatDynamicProperty> Lifetime of each particle, in seconds, evaluated once for each new particle. A driver with a random input gives each particle its own lifetime. A negative value means the particle never expires and is removed only when the emitter is finished.
Pointer<IVfxFloatDriver> Embed<VfxFloatDynamicProperty> Length of the start delay, in seconds, evaluated once when the emitter is created. A
negative value counts as 0.