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Lumberyard
Legacy Reference

Particle Entities

Particle effect entities act as a container for particle effects and can be attached to any object using the link feature. Particle entity properties become available after dragging a particle effect into a level or by selecting it.

Entity Properties

Property Description
Active Sets the initially active or inactive. Can be toggled in the editor for testing.
AttachForm If AttachType is not empty, this property determines where particles emit from the attached geometry. Set to Vertices, Edges, Surface, or Volume.
AttachType If this entity is attached to a parent entity, this field can be used to cause particles to emit from the entity's geometry. Set to BoundingBox, Physics, or Render to emit from the applicable geometry.
CountPerUnit If AttachType is not empty, this multiples the particle count by the "extent" of the attached geometry. Depending on AttachForm, the extent is either total vertex count, edge length, surface area, or volume.
CountScale Multiplies the particle counts of the entire emitter.
ParticleEffect Use to generate the following effects:
Prime If true, and the assigned ParticleEffect is immortal, causes the emitter to start "primed" to its equilibrium state, rather than starting up from scratch. Very useful for placed effects such as fires or waterfalls, which are supposed to be already running when the level starts. Applies only to immortal, not mortal effects.
PulsePeriod If not 0, restarts the emitter repeatedly at this time interval. Should be used to create emitters that pulse on and off at somewhat large intervals, a second or so. Do not set a low value such as 0.1 to try to make an instant effect into a continuous one. Make sure the actual library effect is set Continuous and has an appropriate Count.
RegisterByBBox Uses the emitter's (automatically computed) bounding box to determine which vis areas it is visible in. If this is disabled (the default), the emitter's origin alone determines vis area membership, as the bounding box is hard to exactly control by the designer.
Scale Multiplies the overall size and velocity of the entire emitter.
SpeedScale Multiplies the particle emission speed of the entire emitter.
Strength Used by effect parameters to modify their value. If a parameter has a Strength Over Emitter Life curve, and the emitter entity's Strength property is not negative, then Strength will be used as input to this curve.
TimeScale Multiplies the elapsed time used to simulate the emitter. Less than 1 achieves a show-motion effect.
EnableAudio Toggles sound emission on any sub-effects with an Audio parameter set.