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Map entry data stored for each unique Key generated by the Gameplay Burst NDC handler being accessed.
| Name | FNDCMapEntry_GameplayBurst |
| Type | struct |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraDataChannel_GameplayBurst.h |
| Include Path | #include "NiagaraDataChannel_GameplayBurst.h" |
Syntax
USTRUCT ()
struct FNDCMapEntry_GameplayBurst : public FNDCMapEntryBase
Inheritance Hierarchy
- FNDCMapEntryBase → FNDCMapEntry_GameplayBurst
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttachComponent | TWeakObjectPtr< USceneComponent > | Non-null if this entry is attached to a specific component. | NiagaraDataChannel_GameplayBurst.h |
Functions
Public
Overridden from FNDCMapEntryBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool BeginFrame
(
float DeltaTime, |
Perform any bookkeeping needed at the beginning of each frame. | NiagaraDataChannel_GameplayBurst.h | |
virtual void Init
(
FNDCAccessContextInst& AccessContext, |
Initializes a new map entry after creation or re-activation. | NiagaraDataChannel_GameplayBurst.h | |
virtual void Reset
(
const FNDCMapKey& Key |
Called as the entry becomes inactive and is moved to the free pool. | NiagaraDataChannel_GameplayBurst.h |