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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FPrimitiveSceneProxy
- FParticleSystemSceneProxy
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/ParticleHelper.h |
Include | #include "ParticleHelper.h" |
Syntax
class FParticleSystemSceneProxy : public FPrimitiveSceneProxy
Remarks
Scene Proxies
Variables
Type | Name | Description | |
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uint8: 1 | bCastShadow | |
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uint8: 1 | bManagingSignificance | |
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FColoredMaterialRenderProxy * | DeselectedWireframeMaterialInstance | |
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FParticleDynamicData * | DynamicData | |
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TArray< FDynamicEmitterDataBase * > | DynamicDataForThisFrame | |
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TEnumAsByte< ERHIFeatureLevel::Type > | FeatureLevel | |
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int32 | FirstFreeMeshBatch | |
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FParticleDynamicData * | LastDynamicData | |
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int32 | LastFramePreRendered | From ViewFamily.FrameNumber |
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int32 | LODMethod | |
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FMaterialRelevance | MaterialRelevance | |
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TIndirectArray< FMeshBatch, TInlineAllocator< 4 > > | MeshBatchPool | Pool for holding FMeshBatches to reduce allocations. |
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TArray< int32 > | MeshEmitterLODIndices | Persistent proxy storage for mesh emitter LODs; need to store these here, because GDME needs to calc the index, but VF needs to be init'ed with the correct LOD, and DynamicData goes away every frame |
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AActor * | Owner | |
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float | PendingLODDistance | |
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FParticlePerfStatsContext | PerfStatContext | |
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int32 | VisualizeLODIndex | |
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TUniformBuffer< FPrimitiveUniformShaderParameters > | WorldSpacePrimitiveUniformBuffer | The primitive's uniform buffer. Mutable because it is cached state during GetDynamicMeshElements. |
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uint32 | WorldSpaceUBHash |
Constructors
Type | Name | Description | |
---|---|---|---|
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FParticleSystemSceneProxy
(
UParticleSystemComponent* Component, |
Initialization constructor. |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
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void | Allows dynamic emitter data to create render thread resources. | |
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void | DetermineLODDistance
(
const FSceneView* View, |
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uint32 | ||
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bool | ||
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const FColoredMaterialRenderProxy * | ||
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FParticleDynamicData * | ||
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ERHIFeatureLevel::Type | ||
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FParticleDynamicData * | ||
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const FMaterialRelevance & | ||
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void | GetObjectPositionAndScale
(
const FSceneView& View, |
Object position in post projection space. |
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float | ||
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FMeshBatch * | Gets a mesh batch from the pool. | |
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int32 | ||
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FRHIUniformBuffer * | ||
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FMatrix | While this isn't good OO design, access to everything is made public. | |
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void | Called when the rendering thread removes the dynamic data from the scene. | |
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void | Allows dynamic emitter data to release render thread resources. | |
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void | SetLastDynamicData
(
FParticleDynamicData* InLastDynamicData |
|
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void | SetVisualizeLODIndex
(
int32 InVisualizeLODIndex |
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void | UpdateData
(
FParticleDynamicData* NewDynamicData |
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void | UpdateData_RenderThread
(
FParticleDynamicData* NewDynamicData |
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void | Called by dynamic emitter data during initialization to make sure the world space primitive uniform buffer is up-to-date. |
Overridden from FPrimitiveSceneProxy
Type | Name | Description | |
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bool | ||
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void | Called when the rendering thread adds the proxy to the scene. | |
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void | GatherSimpleLights
(
const FSceneViewFamily& ViewFamily, |
Gathers simple lights for this emitter. |
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FBoxSphereBounds | Return the custom occlusion bounds for this scene proxy. | |
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void | GetDynamicMeshElements
(
const TArray< const FSceneView* >& Views, |
Gathers the primitive's dynamic mesh elements. |
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uint32 | Every derived class should override these functions | |
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SIZE_T | GetTypeHash () |
Return a type (or subtype) specific hash for sorting purposes |
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FPrimitiveViewRelevance | GetViewRelevance
(
const FSceneView* View |
Determines the relevance of this primitive's elements to the given view. |
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bool | Returns whether the proxy utilizes custom occlusion bounds or not | |
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void | Called to notify the proxy when its transform has been updated. |