Navigation
API > API/Runtime > API/Runtime/Engine
| Name | FPSCPool |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/WorldPSCPool.h |
| Include Path | #include "Particles/WorldPSCPool.h" |
Syntax
USTRUCT ()
struct FPSCPool
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FreeElements | TArray< FPSCPoolElem > | Collection of all currently allocated, free items ready to be grabbed for use. | Particles/WorldPSCPool.h |
|
| InUseComponents_Auto | TArray< TWeakObjectPtr< UParticleSystemComponent > > | Array of currently in flight components that will auto release. | Particles/WorldPSCPool.h | |
| InUseComponents_Manual | TArray< TWeakObjectPtr< UParticleSystemComponent > > | Array of currently in flight components that need manual release. | Particles/WorldPSCPool.h | |
| MaxUsed | int32 | Keeping track of max in flight systems to help inform any future pre-population we do. | Particles/WorldPSCPool.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UParticleSystemComponent * Acquire
(
UWorld* World, |
Gets a PSC from the pool ready for use. | Particles/WorldPSCPool.h | |
void Cleanup() |
Particles/WorldPSCPool.h | ||
void KillUnusedComponents
(
float KillTime, |
Kills any components that have not been used since the passed KillTime. | Particles/WorldPSCPool.h | |
int32 NumComponents() |
Particles/WorldPSCPool.h | ||
void Reclaim
(
UParticleSystemComponent* PSC, |
Returns a PSC to the pool. | Particles/WorldPSCPool.h |