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Unreal Engine C++ API Reference > Plugins > Niagara
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Module | Niagara |
Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraEmitterInstance.h |
Include | #include "NiagaraEmitterInstance.h" |
Syntax
class FNiagaraEmitterInstance
Remarks
A Niagara particle simulation.
Constructors
Type | Name | Description | |
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FNiagaraEmitterInstance
(
FNiagaraSystemInstance* InParentSystemInstance |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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bool | ||
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void | BindParameters
(
bool bExternalOnly |
Void RebindParameterCollection(UNiagaraParameterCollectionInstance* OldInstance, UNiagaraParameterCollectionInstance* NewInstance); |
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uint32 | CalculateEventSpawnCount
(
const FNiagaraEventScriptProperties& EventHandlerProps, |
Calculate total number of spawned particles from events; these all come from event handler script with the SpawnedParticles execution mode We get the counts ahead of event processing time so we only have to allocate new particles once TODO: augment for multiple spawning event scripts |
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void | CalculateFixedBounds
(
const FTransform& ToWorldSpace |
Potentially reads back data from the GPU which will introduce a stall and should only be used for debug purposes. |
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void | ||
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void | Dump () |
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UObject * | FindBinding
(
const FNiagaraVariable& InVariable |
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UNiagaraDataInterface * | FindDataInterface
(
const FNiagaraVariable& InVariable |
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bool | GetBoundRendererValue_GT
(
const FNiagaraVariableBase& InBaseVar, |
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FBox | GetBounds () |
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FVersionedNiagaraEmitter | ||
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FVersionedNiagaraEmitterData * | ||
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FName | ||
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FNiagaraDataSet & | GetData () |
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const FNiagaraEmitterHandle & | ||
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TArrayView< FNiagaraScriptExecutionContext > | ||
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ENiagaraExecutionState | ||
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FBox | ||
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FNiagaraComputeExecutionContext * | ||
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int32 | ||
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int32 | ||
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FNiagaraSystemInstance * | ||
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int32 | ||
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const FNiagaraParameterStore & | ||
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FNiagaraParameterStore & | ||
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const FNiagaraEmitterScalabilitySettings & | ||
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FNiagaraScriptExecutionContext & | ||
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TArray< FNiagaraSpawnInfo > & | GetSpawnInfo () |
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int64 | ||
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float | ||
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int32 | ||
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FNiagaraScriptExecutionContext & | ||
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bool | HandleCompletion
(
bool bForce |
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bool | HasTicked () |
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void | Init
(
int32 InEmitterIdx, |
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void | ||
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bool | IsActive () |
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bool | ||
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bool | IsComplete () |
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bool | IsDisabled () |
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bool | IsInactive () |
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bool | IsParticleComponentActive
(
FObjectKey ComponentKey, |
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bool | IsReadyToRun () |
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void | ||
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void | PostTick () |
Do any post work such as calculating dynamic bounds. |
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void | PreTick () |
PreTick - handles killing dead particles, emitter death, and buffer swaps |
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bool | ||
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void | ResetSimulation
(
bool bKillExisting |
|
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void | SetExecutionState
(
ENiagaraExecutionState InState |
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void | SetFixedBounds
(
const FBox& InLocalBounds |
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void | SetParticleComponentActive
(
FObjectKey ComponentKey, |
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void | SetSystemFixedBoundsOverride
(
FBox SystemFixedBounds |
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bool | ShouldTick () |
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void | Tick
(
float DeltaSeconds |
PreTick - handles killing dead particles, emitter death, and buffer swaps |
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void | ||
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void | UnbindParameters
(
bool bExternalOnly |
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bool |