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Used to provide an extended particle system component to allow collision to function in the preview window.
| Name | UCascadeParticleSystemComponent |
| Type | class |
| Header File | /Engine/Plugins/FX/Cascade/Source/Cascade/Classes/CascadeParticleSystemComponent.h |
| Include Path | #include "CascadeParticleSystemComponent.h" |
Syntax
UCLASS (HideCategories=Object, HideCategories=Physics, HideCategories=Collision, EditInlineNew)
class UCascadeParticleSystemComponent : public UParticleSystemComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UFXSystemComponent → UParticleSystemComponent → UCascadeParticleSystemComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCascadeParticleSystemComponent
(
const FObjectInitializer& ObjectInitializer |
CascadeParticleSystemComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CascadePreviewViewportPtr | FCascadeEdPreviewViewportClient * | CascadeParticleSystemComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CascadeTickComponent
(
float DeltaTime, |
Updates time dependent state for this component, called from within Cascade. | CascadeParticleSystemComponent.h | |
virtual bool Editor_CanBeTickManaged() |
CascadeParticleSystemComponent.h | ||
virtual bool ParticleLineCheck
(
FHitResult& Hit, |
Collision Handling... | CascadeParticleSystemComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
CascadeParticleSystemComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void UpdateLODInformation() |
CascadeParticleSystemComponent.h |