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Basic AccessContext type providing a little more utility than the base. If you require more data than this you can subclass this or replace entirely and subclass FNDCAccessContextBase.
| Name | FNDCAccessContext |
| Type | struct |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraDataChannelAccessContext.h |
| Include Path | #include "NiagaraDataChannelAccessContext.h" |
Syntax
USTRUCT (BlueprintType )
struct FNDCAccessContext : public FNDCAccessContextBase
Inheritance Hierarchy
- FNDCAccessContextBase → FNDCAccessContext
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| NiagaraDataChannelAccessContext.h | |||
FNDCAccessContext
(
USceneComponent* Owner |
NiagaraDataChannelAccessContext.h | ||
FNDCAccessContext
(
FVector InLocation |
NiagaraDataChannelAccessContext.h | ||
FNDCAccessContext
(
USceneComponent* Owner, |
NiagaraDataChannelAccessContext.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOverrideLocation | uint32 | If true, even if an owning component is set, the data channel should use the Location value rather than the component location. | NiagaraDataChannelAccessContext.h |
|
| bOverrideSystemToSpawn | uint32 | If true, we'll override the system to spawn for this NDC write. | NiagaraDataChannelAccessContext.h |
|
| Location | FVector | In cases where there is no owning component for data being read or written to a data channel, we simply pass in a location. | NiagaraDataChannelAccessContext.h |
|
| SpawnedSystems | TArray< FNDCSpawnedSystemRef > | The Niagara System spawned in response to this access, if any. | NiagaraDataChannelAccessContext.h |
|
| SystemToSpawn | TObjectPtr< UObject > | NiagaraDataChannelAccessContext.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVector GetLocation() |
NiagaraDataChannelAccessContext.h |