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FGameplayCueNotify_ParticleInfo
Properties that specify how to play a particle effect.
| Name | FGameplayCueNotify_ParticleInfo |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h |
| Include Path | #include "GameplayCueNotifyTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayCueNotify_ParticleInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayCueNotify_ParticleInfo() |
GameplayCueNotifyTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCastShadow | uint32 | If enabled, this particle system will cast a shadow. | GameplayCueNotifyTypes.h |
|
| bOverridePlacementInfo | uint32 | If enabled, use the placement info override and not the default one. | GameplayCueNotifyTypes.h |
|
| bOverrideSpawnCondition | uint32 | If enabled, use the spawn condition override and not the default one. | GameplayCueNotifyTypes.h |
|
| NiagaraSystem | TObjectPtr< UNiagaraSystem > | Niagara FX system to spawn. | GameplayCueNotifyTypes.h |
|
| PlacementInfoOverride | FGameplayCueNotify_PlacementInfo | Defines how the particle system will be placed. | GameplayCueNotifyTypes.h |
|
| SpawnConditionOverride | FGameplayCueNotify_SpawnCondition | Condition to check before spawning the particle system. | GameplayCueNotifyTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool PlayParticleEffect
(
const FGameplayCueNotify_SpawnContext& SpawnContext, |
GameplayCueNotifyTypes.h | ||
void ValidateBurstAssets
(
const UObject* ContainingAsset, |
GameplayCueNotifyTypes.h |