Navigation
API > API/Plugins > API/Plugins/Niagara
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UNiagaraDataChannel
- UNiagaraDataChannel_Islands
References
| Module | Niagara |
| Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraDataChannel_Islands.h |
| Include | #include "NiagaraDataChannel_Islands.h" |
Syntax
UCLASS (Experimental, MinimalAPI)
class UNiagaraDataChannel_Islands : public UNiagaraDataChannel
Remarks
Data channel that will automatically sub-divide the world into discreet "islands" based on location.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSharedPtr< FStreamableHandle > | AsyncLoadHandle | ||
| FNDCIslandDebugDrawSettings | DebugDrawSettings | ||
| FVector | InitialExtents | Starting extents of the island's bounds. | |
| int32 | IslandPoolSize | TODO: Apply the same/similar scalability checks for things entering the data channel as there are for regular FX. Distance. | |
| FVector | MaxExtents | The maximum total extents of each island. | |
| ENiagraDataChannel_IslandMode | Mode | Controls how islands are placed and sized. | |
| FVector | PerElementExtents | The extents for every element entered into this data channel. | |
| TArray< TSoftObjectPtr< UNiagaraSystem > > | Systems | One or more Niagara Systems to spawn that will consume the data in this island. | |
| TArray< TObjectPtr< UNiagaraSystem > > | SystemsInternal |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| const FNDCIslandDebugDrawSettings & | |||
| FVector | |||
| int32 | |||
| FVector | |||
| ENiagraDataChannel_IslandMode | GetMode () |
||
| FVector | |||
| TConstArrayView< TObjectPtr< UNiagaraSystem > > | GetSystems () |
||
| void |
Overridden from UNiagaraDataChannel
| Type | Name | Description | |
|---|---|---|---|
| UNiagaraDataChannelHandler * | CreateHandler
(
UWorld* OwningWorld |
Create the appropriate handler object for this data channel. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |