A PopcornFXEmitter is an instance of a PopcornFXEffect.
Emitters are updated and rendered in a PopcornFXScene, allowing group control over emitters.
- Simple controls on the PopcornFXEmitter and PopcornFXEffect
- Source PopcornFXEffect
- PopcornFX Scene “name”. An emitter can only play and render in one scene, identified by its name
- Effect attributes, that can be changed for this emitter by Blueprint or C++
Drag and dropping a PopcornFXEffect in the scene will automatically create a PopcornFXEmitterActor properly setup:
Quick Tip: Disable Editor’s throttle
UE blocks viewport updates when Slate events occur (changing a values, clicking buttons, …).
This results in blocking the viewport update when tweaking attribute values, and can be annoying for fine tuning.
To disable this, enter the following command:
- Slate.bAllowThrottling 0
Blueprint / C++
To manually create a PopcornFX emitter in Blueprint or C++, you can:
- Create a blueprint / actor that inherits from PopcornFXEmitter
- Add a PopcornFXEmitterComponent to an actor/blueprint components list
- Spawn an emitter with PopcornFX functions, fire and forget (see below)
Different functions are available on emitters
These functions allow you to modify the emitter state and create new instances.
- Copy and Start Emitter at Location : Creates a copy of your emitter, and spawns it at a specific location and rotation (fire and forget)
- Copy and Start Emitter Attached : Creates a copy of your emitter, and spawns it at a specific location and rotation, attached to a specific parent (fire and forget)
- IsEmitter Alive / Emitting / Started : Helper functions to determine the current status of the emitter
- Restart Emitter : Restarts the emitter (Terminate + Start)
- Set Effect : Changes the source PopcornFXEffect of the emitter
- Spawn Emitter Attached : Spawns an emitter at a specific location and rotation, attached to the specified parent (fire and forget)
- Start Emitter / Stop Emitter : Respectively starts and stops the emitter
- Terminate effect : Stops emission and unregisters the emitter
- Toggle Effect : Starts or stops the emitter, depending on the given parameter
Here is an example of how to spawn an emitter (fire and forget):
These functions allow you to manipulate emitter attributes.
- Find Attribute Index : Returns you the index of a specific attribute name
- Get Attribute : Generic function to retrieve an attribute value
- Reset Attributes to Default / Reset to Default Value : Reset your emitter attributes to their default values
- Set Attribute : Generic function to modify an attribute value
Here are examples to Get / Set an attribute value: