AnimationName
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Spreads an emitter's particles over a surface instead of a single point. Set through
VfxEmitterDefinitionData.EmissionSurfaceDefinition.
Only complex emitters read it. A simple emitter ignores the surface, and a component emitter uses its own emission sources instead.
Each time a particle is born, the emitter works out the birth position, birth velocity and birth acceleration as usual and then applies the surface in two steps:
EmissionSurface picks a random point on its surface and adds it to the birth
position. The point is an offset, not a replacement. It can also turn the particle
along the surface: the birth velocity and the birth acceleration each keep their
length and take the direction of the surface normal at that point. Nothing is
blended, and a vector of length zero stays zero.ParticleSpawnDataGenerator then adds its own offset, and scales the emitter's
emission rate.The two properties are independent. Either can be set alone, and both apply when both are set. A surface that sets neither does nothing.
When the surface cannot give a point, because its mesh did not load or the effect is bound to nothing, the particle is still born, at its unchanged position and with its unchanged velocity.
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The surface that gives each particle its extra birth offset:
| Class | Points come from |
|---|---|
| VfxEmissionMeshData | the triangles of a skinned mesh, posed by the unit the effect is bound to |
| VfxEmissionSkeletonData | the bones of the bound unit's skeleton |
| VfxEmissionLinkedMeshData | a mesh that the game links to the effect when it spawns it |
Unset, no surface point is added.
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A game-side generator of spawn data, applied after EmissionSurface. It adds a
second offset to the birth position on X and Z only, and multiplies the emitter's
emission rate by its own factor, which can be zero. See
IParticleSpawnDataGenerator. The one
implementation scatters particles over tagged cells of the navigation grid:
NavigationGridParticleSpawnDataGenerator.
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