Lumberyard
User Guide (Version 1.16)

Particle

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

You can use the Particle component to place a single particle emitter on an entity. An entity can have multiple Particle components.

Particle Component Properties


                Particle component properties

The Particle component has the following properties:

Name Description
Visible

If set, renders the emitter.

Enable

If set, activates the particle effect.

Particle effect library

Specifies the particle effect library.

The Particle component uses the effects from an XML file.

Emitters

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

If emitters are not listed, you can create emitters in the Particle Editor.

Color tint

Select the color of the effect with the color swatch.

Pre-Roll

If set, the emitter behaves as though it has been running indefinitely.

Count scale

Sets the multiplier for the particle count.

Valid values: 0 to 1000

Default value: 1

Time scale

Sets the multiplier for the emitter time evolution.

Valid values: 0 to 1000

Default value: 1

Pulse period

Sets the frequency at which to restart the emitter.

Default value: 1

Global size scale

Sets the multiplier for all effect sizes.

Valid values: 1 to 100

Default value: 1

Particle size scale x

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

Valid values: 1 to 100

Particle size scale y

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

Valid values: 1 to 100

Particle size scale z

Sets the multiplier for the particle size on the z-axis. This parameter applies to geometry particles only. For more information, see the Geometry parameter.

Valid values: 1 to 100

Particle size scale random

Randomizes the particle size scale.

Valid values: 0 to 1

Speed scale

Sets the multiplier for the particle emission speed.

Valid values: 1 to 1000

Strength Curve Time

Controls all Strength Over Emitter Life curves. The curves will use this Strength Curve Time parameter instead of the actual emitter lifetime.

Negative values are ignored.

Valid values: -1 to 1

Ignore rotation

If set, ignores the entity's rotation.

Not attached

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

Register by bounding box

If set, uses the bounding box instead of the entity's position to appear in the visible area.

Use LOD

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

Target Entity

Uses the specified target entity for emitters with the Target Attraction parameter or similar features enabled.

For more information, see Movement Attribute.

View distance multiplier

Adjusts the maximum view distance. If the value is 1, the default is used. If the value is 1.1, the view distance would be 10% further than the default.

Set the value to 100 for infinite visibility.

Valid values: 0 to 100

Use VisAreas Allow visible areas to control this component's visibility.
Enable audio

If set, enables audio.

Audio RTPC

Select the audio Real-Time Parameter Control (RTPC) that the particle effect instance drives.

EBus Request Bus Interface

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

For more information, see Working with the Event Bus (EBus) System.

Name Description Parameters Return Scriptable
Hide Hides the emitter. None None Yes
Show Shows the emitter. None None Yes
SetVisibility Sets an explicit value for emitter visibility. Boolean None Yes

Example

The following script uses the EBus interface.

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