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Helper for reseting/reinitializing Niagara systems currently active when they are being edited. Can be used inside a scope with Systems being reinitialized on destruction or you can store the context and use CommitUpdate() to trigger reinitialization. For example, this can be split between PreEditChange and PostEditChange to ensure problematic data is not modified during execution of a system.
| Name | FNiagaraSystemUpdateContext |
| Type | struct |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraCommon.h |
| Include Path | #include "NiagaraCommon.h" |
Syntax
USTRUCT ()
struct FNiagaraSystemUpdateContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| NiagaraCommon.h | |||
FNiagaraSystemUpdateContext
(
AddableType&& Addable, |
NiagaraCommon.h | ||
| NiagaraCommon.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FNiagaraSystemUpdateContext() |
NiagaraCommon.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FCustomWorkDelegate | TBaseDelegate_OneParam< void, UNiagaraComponent * > | NiagaraCommon.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDestroyOnAdd | bool | NiagaraCommon.h | ||
| bDestroySystemSim | bool | NiagaraCommon.h | ||
| bOnlyActive | bool | NiagaraCommon.h | ||
| ComponentsToDestroyInstance | TArray< TObjectPtr< UNiagaraComponent > > | NiagaraCommon.h |
|
|
| ComponentsToNotifySimDestroy | TArray< TObjectPtr< UNiagaraComponent > > | NiagaraCommon.h |
|
|
| ComponentsToReInit | TArray< TObjectPtr< UNiagaraComponent > > | NiagaraCommon.h |
|
|
| ComponentsToReset | TArray< TObjectPtr< UNiagaraComponent > > | NiagaraCommon.h |
|
|
| PostWork | FCustomWorkDelegate | Delegate called before after a component has been updated. | NiagaraCommon.h | |
| PreWork | FCustomWorkDelegate | Delegate called before a component is added to the context for update. | NiagaraCommon.h | |
| SystemSimsToDestroy | TArray< TObjectPtr< UNiagaraSystem > > | NiagaraCommon.h |
|
|
| SystemSimsToRecache | TArray< TObjectPtr< UNiagaraSystem > > | NiagaraCommon.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Add
(
const UNiagaraParameterCollection* Collection, |
NiagaraCommon.h | ||
void Add
(
const UNiagaraScript* Script, |
NiagaraCommon.h | ||
void Add
(
const FVersionedNiagaraEmitter& Emitter, |
NiagaraCommon.h | ||
void Add
(
const FVersionedNiagaraEmitterBase& Emitter, |
NiagaraCommon.h | ||
void Add
(
const UNiagaraSystem* System, |
NiagaraCommon.h | ||
void AddAll
(
bool bReInit |
Adds all currently active systems. | NiagaraCommon.h | |
void AddSoloComponent
(
UNiagaraComponent* Component, |
NiagaraCommon.h | ||
void CommitUpdate() |
Handles any pending reinits or resets of system instances in this update context. | NiagaraCommon.h | |
FCustomWorkDelegate & GetPostWork() |
NiagaraCommon.h | ||
FCustomWorkDelegate & GetPreWork() |
NiagaraCommon.h | ||
void SetDestroyOnAdd
(
bool bInDestroyOnAdd |
NiagaraCommon.h | ||
void SetDestroySystemSim
(
bool bInDestroySystemSim |
NiagaraCommon.h | ||
void SetOnlyActive
(
bool bInOnlyActive |
NiagaraCommon.h |