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API > API/Plugins > API/Plugins/Niagara
Inheritance Hierarchy
- FNiagaraDataInterfaceProxy
- FNiagaraDataInterfaceProxyRW
- FNDIVelocityGridProxy
- FNDIPressureGridProxy
- FNiagaraDataInterfaceProxyGrid2DCollectionProxy
- FNiagaraDataInterfaceProxyGrid3DCollectionProxy
- FNiagaraDataInterfaceProxyNeighborGrid3D
- FNiagaraDataInterfaceProxyRasterizationGrid3D
- FNiagaraDataInterfaceProxyRenderTarget2DArrayProxy
- FNiagaraDataInterfaceProxyRenderTarget2DProxy
- FNiagaraDataInterfaceProxyRenderTargetCubeProxy
- FNiagaraDataInterfaceProxyRenderTargetVolumeProxy
- INDIArrayProxyBase
- FNDIArrayProxyImpl
References
Module | Niagara |
Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceRW.h |
Include | #include "NiagaraDataInterfaceRW.h" |
Syntax
struct FNiagaraDataInterfaceProxyRW : public FNiagaraDataInterfaceProxy
Remarks
todo(dmp): some of the stuff we'd expect to see here is on FNiagaraDataInterfaceProxy - refactor?
Functions
Type | Name | Description | |
---|---|---|---|
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void | GetDispatchArgs
(
const FNDIGpuComputeDispatchArgsGenContext& Context |
Called before PreStage to get the dispatch arguments The default implementation is temporary and will call GetElementCount & GetGPUInstanceCountOffset to set direct arguments. |
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FIntVector | GetElementCount
(
FNiagaraSystemInstanceID SystemInstanceID |
Get the element count for this instance |
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uint32 | GetGPUInstanceCountOffset
(
FNiagaraSystemInstanceID SystemInstanceID |
For data interfaces that support iteration on the GPU we need to be able to get the 'real' element count as known only by the GPU The dispatch will use the CPU count, which is potentially an over-estimation, and the value inside the buffer will be used to clip instances that are not valid |
Overridden from FNiagaraDataInterfaceProxy
Type | Name | Description | |
---|---|---|---|
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FNiagaraDataInterfaceProxyRW * | ||
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void | ConsumePerInstanceDataFromGameThread
(
void* PerInstanceData, |
|
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int32 |