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Lumberyard
User Guide (Version 1.14)

Particle

Component entity system is in preview release and is subject to change.

The Particle component allows the placement of a single particle emitter on an entity. However, an entity can contain multiple particle components.

The particle component uses effects that come from an XML Particle effect library. If no emitters are listed, you can open the Particle Editor to create emitters.

Particle Component Properties

The Particle component has the following properties:

Source

Visible

If selected, renders the emitter.

Enable

If selected, activates the particle effect.

Particle effect library

Select the particle effect library.

Emitters

Select an emitter from the list after specifying a particle effect library.

Spawn Settings

Color tint

Select the color of the effect using the color swatch.

Pre-Roll

If selected, sets the emitter to behave as though it has been running indefinitely.

Count scale

Set the multiplier for the particle count.

Valid values: 0 – 1000

Default value: 1

Time scale

Set the multiplier for the emitter time evolution.

Valid values: 0 – 1000

Default value: 1

Pulse period

Set the frequency at which to restart the emitter.

Default value: 1

Global size scale

Set the multiplier for all effects sizes.

Valid values: 1 – 100

Default value: 1

Particle size scale X

Set the multiplier for the particle size on the x-axis.

Valid values: 1 – 100

Particle size scale Y

Set the multiplier for the particle size on the y-axis.

Valid values: 1 – 100

Speed scale

Set the multiplier for the particle emission speed.

Valid values: 1 – 1000

Lifetime strength

Set the parameter strength over the emitter lifetime. A negative value applies the strength over the emitter lifetime curve. A zero value removes the curve effect. A positive value applies the effect uniformly, based on the strength over the lifetime curve.

Valid values: -1 – 1

Ignore rotation

If selected, ignores the entity's rotation.

Not attached

If selected, ignores the entity's position. The emitter does not follow its entity.

Register by bounding box

If selected, uses the bounding box instead of position to register in vis area.

Use LOD

If cleared, ignores the emitter level of detail (LOD).

Audio Settings

Enable audio

If selected, enables audio.

Audio RTPC

Select the audio RTPC that the particle effect instance drives.

EBus Request Bus Interface

Use the following request function with the EBus interface to communicate with other components of your game.

For more information about using the event bus (EBus) interface, see Working with the Event Bus (EBus) System.

  • SetVisibility (true or false) – Sets an explicit value for emitter visibility.

  • Show – Shows the emitter.

  • Hide – Hides the emitter.

The following is an example of script using the Request Bus Interface.

function example:OnActivate() ParticleComponentRequestBus.Event.Show(self.entityId) ParticleComponentRequestBus.Event.Hide(self.entityId) ParticleComponentRequestBus.Event.SetVisibility(self.entityId, false) end