The child particle set: which systems to create, on which bones, and at the particle's birth or death.
VfxChildComponent
Inheritance 1 ancestor · 7 siblings
Class Documentation
Edit documentationThe optional child slot of a VfxComponents graph. It gives
the particles of a component emitter nested particle systems, the way
childParticleSetDefinition
does for a complex emitter. It reads the same set class, and the set's fields mean the same:
childrenIdentifiers, boneToSpawnAt, childrenProbability, childEmitOnDeath and
ParentInheritanceDefinition.
Birth children. Unless childEmitOnDeath is set, the component creates the children of
a particle on the step after the particle is born, when the child component updates. The
physics component has already moved the particle in that step. A birth child follows its
parent particle.
Death children. With childEmitOnDeath, the component creates the children when the
particle dies. A death child takes the particle's transform once and is not bound to it.
Which children.
- With
boneToSpawnAt, every identifier spawns a child at the bone at the same position in the list, if the emitter has a skeleton and the skeleton has that bone. The child's scale is the system scale times the particle's scale. With the emitter'sisUniformScale, the X scale is used for all three axes. - Without bones, one child spawns at the particle's position.
childrenProbabilityselects it as an index: the value is clamped to0or more, truncated to an integer and wrapped by the number of identifiers. IfParentInheritanceDefinitionis set, it supplies the child's transform. Otherwise the child takes the particle's transform.
The client resolves each identifier by its effect link first, then by effectKey, and
otherwise loads the system named by effectName asynchronously.
Parent death. When a particle dies, the component stops the birth children of that particle and releases them.
Properties
Referenced by 1 class · 1 property
- VfxComponents ChildComponent
Pointer<VfxChildComponent>