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Data Channel for Gameplay Burst FX. Will bucket data primarily into world aligned grid cells. Each bucket can optionally spawn a Niagara System to consume data in that bucket. Can also route data to specific buckets and fx that are attached to the incoming OwnerComponent. Optional additional routing by gameplay tag is available.
| Name | UNiagaraDataChannel_GameplayBurst |
| Type | class |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraDataChannel_GameplayBurst.h |
| Include Path | #include "NiagaraDataChannel_GameplayBurst.h" |
Syntax
UCLASS (MinimalAPI)
class UNiagaraDataChannel_GameplayBurst : public UNiagaraDataChannel_MapBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNiagaraDataChannel → UNiagaraDataChannel_MapBase → UNiagaraDataChannel_GameplayBurst
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FNDCGameplayBurstAttachmentSettings & GetAttachmentSettings() |
NiagaraDataChannel_GameplayBurst.h | ||
FVector GetGridCellSize() |
NiagaraDataChannel_GameplayBurst.h | ||
FVector GetSystemBoundsPadding() |
NiagaraDataChannel_GameplayBurst.h |
Overridden from UNiagaraDataChannel
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UNiagaraDataChannelHandler * CreateHandler
(
UWorld* OwningWorld |
Create the appropriate handler object for this data channel. | NiagaraDataChannel_GameplayBurst.h | |
virtual TNDCAccessContextType GetAccessContextType() |
Returns the type for the Access Context used by this Data Channel. | NiagaraDataChannel_GameplayBurst.h |