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VfxUvAnimationContainer

16.5

Class Documentation

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The flipbook of a VfxMaterialRenderComponent (its UvAnimation): the texture is a grid of AnimationDimensions cells, and each particle shows one cell at a time.

At spawn, the client picks each particle's frame range:

  • start frame = InitialFrameOffset, rounded toward zero. 0 if it is not set.
  • frame count = NumFramesInAnimation, rounded toward zero. The whole grid, columns times rows, if it is not set.
  • end frame = start frame + frame count - 1.

In each update, the client evaluates AnimCurve for each particle and shows the frame start + (end - start) * AnimCurve, rounded toward zero. Frames count left to right and then top to bottom. The client passes the UV offset of that cell to the shader for the particle. A frame past the end of the grid wraps around to the start of the grid.

Properties

AnimCurve

Embed<VfxFloatDynamicProperty> = { "Float": null }
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The position in the frame range, evaluated in every update: 0 shows the start frame, 1 the end frame. A driver on the particle age fraction plays the range once over the particle's lifetime.

AnimationDimensions

Vec2 = [1, 1]
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Columns (x) and rows (y) of the flipbook grid. Values below 1 are treated as 1.

Referenced by 1 class · 1 property