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API > API/Plugins > API/Plugins/Niagara
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UNiagaraDataChannel
- UNiagaraDataChannel_Global
- UNiagaraDataChannel_Islands
References
| Module | Niagara |
| Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraDataChannel.h |
| Include | #include "NiagaraDataChannel.h" |
Syntax
UCLASS (Experimental, Abstract, EditInlineNew, MinimalAPI, prioritizeCategories=("Data Channel"))
class UNiagaraDataChannel : public UObject
Functions
| Type | Name | Description | |
|---|---|---|---|
| FNiagaraDataChannelGameDataPtr | |||
| UNiagaraDataChannelHandler * | CreateHandler
(
UWorld* OwningWorld |
Create the appropriate handler object for this data channel. | |
| void | ForEachDataChannel
(
TAction Func |
||
| void | ForEachDataChannel
(
TFunc Func |
||
| const UNiagaraDataChannelAsset * | GetAsset () |
||
| const FNiagaraDataSetCompiledData & | GetCompiledData
(
ENiagaraSimTarget SimTarget |
Returns the compiled data describing the data layout for DataChannels in this channel. | |
| ETickingGroup | If we are enforcing tick group read/write ordering the this returns the final tick group that this NDC can be written to. | ||
| const FNiagaraDataChannelGameDataLayout & | |||
| TConstArrayView< FNiagaraDataChannelVariable > | GetVariables () |
||
| FGuid | GetVersion () |
Can be used to track structural changes that would need recompilation of downstream assets. | |
| bool | IsValid () |
||
| bool | If true, we keep our previous frame's data. | ||
| bool |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedDataChannel |
Called when a property on this object has been modified externally | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |