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NiagaraRendererGeometryCache renders a geometry cache asset
| Name | FNiagaraRendererGeometryCache |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryCache/Source/GeometryCache/Classes/NiagaraRendererGeometryCache.h |
| Include Path | #include "NiagaraRendererGeometryCache.h" |
Syntax
class FNiagaraRendererGeometryCache : public FNiagaraRenderer
Inheritance Hierarchy
- FNiagaraRenderer → FNiagaraRendererGeometryCache
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FNiagaraRendererGeometryCache
(
ERHIFeatureLevel::Type FeatureLevel, |
NiagaraRendererGeometryCache.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FNiagaraRendererGeometryCache() |
NiagaraRendererGeometryCache.h |
Structs
| Name | Remarks |
|---|---|
| FComponentPoolEntry |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ComponentPool | TArray< FComponentPoolEntry > | All of the spawned components | NiagaraRendererGeometryCache.h | |
| MaterialRemapTable | TArray< TArray< int32 > > | Used to remap materials into the compact list so we can use MIDs. | NiagaraRendererGeometryCache.h | |
| SpawnedOwner | TWeakObjectPtr< AActor > | If the niagara component is not attached to an actor, we need to spawn and keep track of a temporary actor | NiagaraRendererGeometryCache.h |
Functions
Public
Overridden from FNiagaraRenderer
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DestroyRenderState_Concurrent() |
NiagaraRendererGeometryCache.h | ||
virtual void Initialize
(
const UNiagaraRendererProperties* InProps, |
NiagaraRendererGeometryCache.h | ||
virtual void OnSystemComplete_GameThread
(
const UNiagaraRendererProperties* InProperties, |
NiagaraRendererGeometryCache.h | ||
virtual void PostSystemTick_GameThread
(
const UNiagaraRendererProperties* InProperties, |
Update render data buffer from attributes | NiagaraRendererGeometryCache.h |