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API > API/Plugins > API/Plugins/Niagara
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ANiagaraActor
- ANiagaraLensEffectBase
References
| Module | Niagara |
| Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraActor.h |
| Include | #include "NiagaraActor.h" |
Syntax
UCLASS&40;HideCategories&61;&40;Activation, "Components&124;Activation", Input, Collision, "Game&124;Damage"&41;,
ComponentWrapperClass, MinimalAPI&41;
class ANiagaraActor : public AActor
Constructors
| Type | Name | Description | |
|---|---|---|---|
ANiagaraActor
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UArrowComponent * | Returns ArrowComponent subobject | ||
| bool | Returns true if the system will destroy on finish | ||
| UNiagaraComponent * | Returns NiagaraComponent subobject | ||
| UBillboardComponent * | Returns SpriteComponent subobject | ||
| void | ResetInLevel () |
Reset this actor in the level. | |
| void | SetDestroyOnSystemFinish
(
bool bShouldDestroyOnSystemFinish |
Set true for this actor to self-destruct when the Niagara system finishes, false otherwise |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| bool | GetReferencedContentObjects
(
TArray< UObject* >& Objects |
Used by the "Sync to Content Browser" right-click menu option in the editor. | |
| void | Called after all the components in the Components array are registered, called both in editor and during gameplay. | ||
| void | Called after all currently registered components are cleared |