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| Name | UNiagaraDataChannelHandler_GameplayBurst |
| Type | class |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraDataChannel_GameplayBurst.h |
| Include Path | #include "NiagaraDataChannel_GameplayBurst.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class UNiagaraDataChannelHandler_GameplayBurst : public UNiagaraDataChannelHandler_MapBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNiagaraDataChannelHandler → UNiagaraDataChannelHandler_MapBase → UNiagaraDataChannelHandler_GameplayBurst
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNiagaraDataChannelHandler_GameplayBurst
(
const FObjectInitializer& ObjectInitializer |
NiagaraDataChannel_GameplayBurst.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| AttachedComponentTag | const FName | A tag we use to mark spawned attached components to skip some work re-checking attachment settings. | NiagaraDataChannel_GameplayBurst.h |
Functions
Public
Overridden from UNiagaraDataChannelHandler_MapBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GenerateKey
(
FNDCAccessContextInst& AccessContext, |
Generates a map key for the given access context. | NiagaraDataChannel_GameplayBurst.h | |
virtual TNDCMapEntryType GetMapEntryType() |
Returns the per entry struct we'll store for each map key. | NiagaraDataChannel_GameplayBurst.h |
Overridden from UNiagaraDataChannelHandler
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Init
(
const UNiagaraDataChannel* InChannel |
NiagaraDataChannel_GameplayBurst.h |