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Access Context for Gameplay Burst NDC.
| Name | FNDCAccessContext_GameplayBurst |
| Type | struct |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraDataChannel_GameplayBurst.h |
| Include Path | #include "NiagaraDataChannel_GameplayBurst.h" |
Syntax
USTRUCT (BlueprintType )
struct FNDCAccessContext_GameplayBurst : public FNDCAccessContext_MapBase
Inheritance Hierarchy
- FNDCAccessContextBase → FNDCAccessContext → FNDCAccessContext_MapBase → FNDCAccessContext_GameplayBurst
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAttachedToOwningComponent | uint8 | Flag set during the access that indicates whether the spawned systems are attached to the owning component. | NiagaraDataChannel_GameplayBurst.h |
|
| bForceAttachToOwningComponent | uint8 | If true, we will attempt to attach to the owning component if one exists. | NiagaraDataChannel_GameplayBurst.h |
|
| bOverrideBoundsPadding | uint8 | If true the SystemBoundsPadding in the context will override the bounds padding defind in the NDC. | NiagaraDataChannel_GameplayBurst.h |
|
| bOverrideCellSize | uint8 | If true, we will override the default grid Cell Size from the Data Channel. | NiagaraDataChannel_GameplayBurst.h |
|
| CellSizeOverride | FVector | An override for the Cell Size used for internal data routing. | NiagaraDataChannel_GameplayBurst.h |
|
| GameplayTag | FGameplayTag | Data can optionally be routed by a given Gameplay Tag for additional variation. | NiagaraDataChannel_GameplayBurst.h |
|
| SystemBoundsPadding | FVector | Padding applied to the bounds of spawned handler systems. | NiagaraDataChannel_GameplayBurst.h |
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