Each of these distribution types exist separately for float and vector data type values. For instance, there (-exist) (+exists) both Float Uniform Curve and Vector Uniform Curve distributions. However, whether you use a float or a vector version of each(+,) distribution is governed by the type of property being controlled; the has no choice. As an example, you would control color (a vector value for RGB) via a Vector Uniform distribution, but Lifespan (a single float value) via a Float Uniform.
(Case 1)
EPSUM_FixedTime Updates the emitters at a fixed time step. This locks the system to the update time of the game and is performance dependent, so a lower framerate lowers the update time of the system (slowing it down), whereas a higher framerate speeds it up. Usually only used in special cases.
(Case 2)
EPSUM_FixedTime will step the system a given amount regardless of the current frame-rate. This mode should only be used when the effect timing is not key to another system - such as tying the emitter to an animation.
These two cases appear to be a contradiction even though one follows immediately after the other. Is only one of them correct? Is Case two supposed to be something other than āEPSUM_FixedTimeā?
GPU particle sprites are authored in Cascade by adding the āGPU Spritesā type data module to an emitter. As with other effects authored in Cascade, the parameters of the simulation are modified by adding and editing modules (-to) (+on) the emitter. The simulation updates in real time as properties change.
Tangent Tessellation Scalar
The tangent scalar for tessellation. Angles between tangent A and B are mapped (-to) (+from) 0 to 1. This is then multiplied by TangentTessellationScalar to give the number of points to tessellate.
When the Regenerate Lowest LOD Duplicating Highest button is pressed, the particle system will remove all existing lower LOD levels and (-regenerate) (+generate) a new (-the) lowest (+LOD) that is an exact copy of the highest level.
When the Regen Lowest LOD button is pressed, the particle system will remove all existing lower LOD levels and (-regenerate) (+generate) a new (-the) lowest (+LOD).
> Creating LOD Levels in a Particle System
The following section will go over the intended design flow for creating particle systems (-will) (+with) full LOD support. The process can be broken down like so:
Media Framework
> What is Media Framework
> > MediaPlayer Asset Details
Under the Playback options, you can set the media to Auto Play (which will automatically play the media when loaded) and Auto Play Rate (to define the playback rate when Auto Play is enabled), as well as the ability to (+enable looping of) the media (-to looping) when playback reaches the end.
I have entered Ticket UEDOC-2377 to address this issue with the Quick Start you have listed not showing correctly in the TOC. I will be sure to update you once we are able to get this sorted out.