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API > API/Runtime > API/Runtime/Engine
| Name | FWorldPSCPool |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/WorldPSCPool.h |
| Include Path | #include "Particles/WorldPSCPool.h" |
Syntax
USTRUCT ()
struct FWorldPSCPool
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FWorldPSCPool() |
Particles/WorldPSCPool.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FWorldPSCPool() |
Particles/WorldPSCPool.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedWorldTime | float | Cached world time last tick just to avoid us needing the world when reclaiming systems. | Particles/WorldPSCPool.h | |
| LastParticleSytemPoolCleanTime | float | Particles/WorldPSCPool.h | ||
| WorldParticleSystemPools | TMap< TObjectPtr< UParticleSystem >, FPSCPool > | Particles/WorldPSCPool.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Cleanup
(
UWorld* World |
Particles/WorldPSCPool.h | ||
UParticleSystemComponent * CreateWorldParticleSystem
(
UParticleSystem* Template, |
Particles/WorldPSCPool.h | ||
void Dump() |
Dumps the current state of the pool to the log. | Particles/WorldPSCPool.h | |
void ReclaimWorldParticleSystem
(
UParticleSystemComponent* PSC |
Called when an in-use particle component is finished and wishes to be returned to the pool. | Particles/WorldPSCPool.h |