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Unreal Engine C++ API Reference > Plugins > Niagara
Inheritance Hierarchy
- FGCObject
- FNiagaraWorldManager
References
Module | Niagara |
Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraWorldManager.h |
Include | #include "NiagaraWorldManager.h" |
Syntax
class FNiagaraWorldManager : public FGCObject
Remarks
Manager class for any data relating to a particular world.
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddReferencedObject
(
UObject* InObject |
Objects added here will have a strong reference held. |
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void | CalculateScalabilityState
(
UNiagaraSystem* System, |
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void | CalculateScalabilityState
(
UNiagaraSystem* System, |
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void | ||
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void | DestroyAllSystemSimulations
(
UNiagaraSystem* System |
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void | DestroyCullProxy
(
UNiagaraSystem* System |
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void | DestroySystemInstance
(
FNiagaraSystemInstancePtr& InPtr |
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void | DestroySystemSimulation
(
UNiagaraSystem* System |
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void | DumpDetails
(
FOutputDevice& Ar |
Dump details about what's inside the world manager. |
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void | ||
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T & | ||
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UNiagaraDataChannelHandler * | FindDataChannelHandler
(
const UNiagaraDataChannel* Channel |
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void | ForAllSystemSimulations
(
TAction Func |
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void | ForAllWorldManagers
(
TAction Func |
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FNiagaraWorldManager * | ||
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TArrayView< const FNiagaraCachedViewInfo > | ||
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UNiagaraComponentPool * | ||
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UNiagaraCullProxyComponent * | GetCullProxy
(
UNiagaraComponent* Component |
|
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FNiagaraDataChannelManager & | ||
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ENiagaraDebugPlaybackMode | ||
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float | ||
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FNiagaraDeferredMethodQueue & | ||
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FVector::FReal | GetLODDistance
(
FVector Location |
Returns the distance to the nearest viewpoint to the give location. Used for a distance on which to base LODs. |
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FNiagaraDebugHud * | ||
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UNiagaraParameterCollectionInstance * | GetParameterCollection
(
UNiagaraParameterCollection* Collection |
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ENiagaraScalabilityCullingMode | ||
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FNiagaraSystemSimulationRef | GetSystemSimulation
(
ETickingGroup TickGroup, |
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UWorld * | GetWorld () |
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UWorld * | GetWorld () |
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void | ||
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void | InitDataChannel
(
const UNiagaraDataChannel* Channel, |
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bool | IsComponentLocalPlayerLinked
(
const USceneComponent* Component |
Is this component in anyway linked to the local player. |
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void | MarkSimulationForPostActorWork
(
FNiagaraSystemSimulation* SystemSimulation |
|
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void | MarkSimulationsForEndOfFrameWait
(
FNiagaraSystemSimulation* SystemSimulation |
|
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UObject * |
ObjectPoolGetOrCreate
(
UClass* Class, |
Will create a new object or return one from the pool. |
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T * |
ObjectPoolGetOrCreate
(
bool& bIsExistingObject |
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UObject * |
ObjectPoolGetOrCreate
(
UClass* Class |
Will create a new object or return one from the pool. |
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T * | ||
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void |
ObjectPoolReturn
(
UObject* Obj |
Returns an object to the pool You are expected to do any unregistering of the component and ensuring no references are held. |
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void | OnComputeDispatchInterfaceDestroyed
(
FNiagaraGpuComputeDispatchInterface* InComputeDispatchInterface |
Gamethread callback to cleanup references to the given ComputeDispatchInterface before it gets deleted on the renderthread. |
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void | OnPostWorldCleanup
(
bool bSessionEnded, |
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void | ||
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void | OnShutdown () |
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void | OnStartup () |
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void | OnSystemPostChange
(
UNiagaraSystem* System |
|
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void | ||
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void | OnWorldCleanup
(
bool bSessionEnded, |
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void | PostActorTick
(
float DeltaSeconds |
Called after all actor tick groups are complete. |
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void | ||
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void | ||
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void | PreActorTick
(
ELevelTick InLevelTick, |
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void | ||
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void | ||
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void | Called before we run end of frame updates, allows us to wait on async work. | |
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void | PrimePool
(
UNiagaraSystem* System |
|
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void | ||
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void | PrimePoolForAllWorlds
(
UNiagaraSystem* System |
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const T & | ||
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void | ||
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void | RegisterWithScalabilityManager
(
UNiagaraComponent* Component, |
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void | RemoveDataChannel
(
const UNiagaraDataChannel* Channel |
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void | RemoveReferencedObject
(
UObject* InObject |
Removes an object from the WM references. |
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void | ||
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void | ||
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void | SetDebugPlaybackRate
(
float Rate |
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void | ||
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bool | ShouldPreCull
(
UNiagaraSystem* System, |
Should we cull an instance of this system at the passed location before it's even been spawned? |
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bool | ShouldPreCull
(
UNiagaraSystem* System, |
Should we cull an instance of this system at the passed location before it's even been spawned? |
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void | SortedSignificanceCull
(
UNiagaraEffectType* EffectType, |
|
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void | Tick
(
ETickingGroup TickGroup, |
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void | TickStart
(
float DeltaSeconds |
Called at the very beginning of world ticking. |
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void | UnregisterWithScalabilityManager
(
UNiagaraComponent* Component, |
|
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void | UpdateScalabilityManagers
(
float DeltaSeconds, |
|
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void | Waits for all currently in flight async work to be completed. |
Overridden from FGCObject
Type | Name | Description | |
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void | AddReferencedObjects
(
FReferenceCollector& Collector |
Pure virtual that must be overloaded by the inheriting class. |
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FString | Overload this method to report a name for your referencer |