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Context object for Niagara and Game code to access a Niagara Data Channel. Can be customized per Data Channel to provide specific control for each Data Channel type. Can include input data from accessing code such as a location, game play tags etc that can influence internal data routing/partitions. Can also include output data allowing the NDC to pass information back to the accessing code.
| Name | FNDCAccessContextInst |
| Type | struct |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraDataChannelAccessContext.h |
| Include Path | #include "NiagaraDataChannelAccessContext.h" |
Syntax
USTRUCT (BlueprintType )
struct FNDCAccessContextInst
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| NiagaraDataChannelAccessContext.h | |||
FNDCAccessContextInst
(
TNDCAccessContextType AccessContextType |
NiagaraDataChannelAccessContext.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccessContext | FInstancedStruct | NiagaraDataChannelAccessContext.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
T * Get() |
NiagaraDataChannelAccessContext.h | ||
T & GetChecked() |
NiagaraDataChannelAccessContext.h | ||
const UScriptStruct * GetScriptStruct() |
NiagaraDataChannelAccessContext.h | ||
bool Init
(
TNDCAccessContextType ParamsType |
NiagaraDataChannelAccessContext.h | ||
bool IsValid() |
NiagaraDataChannelAccessContext.h | ||
void Reset() |
NiagaraDataChannelAccessContext.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FNDCAccessContextInst& |
NiagaraDataChannelAccessContext.h |