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VfxChildComponent

15.23

Class Documentation

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The 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's isUniformScale, the X scale is used for all three axes.
  • Without bones, one child spawns at the particle's position. childrenProbability selects it as an index: the value is clamped to 0 or more, truncated to an integer and wrapped by the number of identifiers. If ParentInheritanceDefinition is 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