Main Beam Emitter (Mesh Based)
Overview
The standard Beam Emitter uses different predefined Meshes (Plane Meshes) connected together in a chain controlled by the Emitter. As in many other Class Types the Hierarchy is like the following: Static, Dynamic, Scripted. The Beams of Static Beam Emitters may only move by Roll Rotation, but have no interconnecting Beam-Noise or Point Orientation. Use them for linear Beams of every kind. Then comes the Dynamic Sprite Beams. They might have Noise and move in a wavy way different to each segment. They're also optimized to freely move and update each Tick (Static Beam Emitters might do that too...). The most complex Level of Beam Emitters are the Scripted Beam Emitters. They're for use with Triggering, Events and all that stuff.
Parent Class: xtSBeamEmitters
Path: Actor -> xtRootActor -> xtEnigmaEngine -> xtStaticSubParticleEngine -> xtSBeamEmitters -> xtStaticBeamEmitter
Known Subclasses: DynamicBeamEmitter, ScriptedBeamEmitter, ControllableBeamEmitter
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They can mostly do everything the Beam Emitters of Unreal Engine 2+ can do. Even branching and all that shit (DynamicBeamEmitters).
The other types of Beam Emitters (Sprite Based) are more aimed on Light Effects. They use chained sprites to gain Light Effects, Cones and so on (as already seen on old LSoNP Shots). This looks as good as in UT 2004, maybe even better.

