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