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Niagara Data Channels are a system for communication between Niagara Systems and with game code/Blueprint.
Data channel assets define the payload as well as some transfer settings. Niagara Systems can read from and write to data channels via data interfaces. Blueprint and C++ code can also read from and write to data channels using its API functions.
| Name | UNiagaraDataChannelAsset |
| Type | class |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraDataChannelPublic.h |
| Include Path | #include "NiagaraDataChannelPublic.h" |
Syntax
UCLASS (BlueprintType, DisplayName="Niagara Data Channel", MinimalAPI)
class UNiagaraDataChannelAsset : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNiagaraDataChannelAsset
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedPreChangeDataChannel | TObjectPtr< UNiagaraDataChannel > | When changing data channel types we cache the old channel and attempt to copy over any common properties from one to the other. | NiagaraDataChannelPublic.h |
|
| DataChannel | TObjectPtr< UNiagaraDataChannel > | NiagaraDataChannelPublic.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNiagaraDataChannel * Get() |
NiagaraDataChannelPublic.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
NiagaraDataChannelPublic.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
NiagaraDataChannelPublic.h |