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Unreal Engine C++ API Reference > Runtime > Engine > Particles
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystemManager.h |
Include | #include "Particles/ParticleSystemManager.h" |
Syntax
struct FPSCTickData
Remarks
All data relating to a particle system's ticking. Kept in a cache friendly package.
Variables
Type | Name | Description | |
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uint8: 1 | bCanTickConcurrent | True if this PSC can have it's concurrent tick run on task threads. |
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uint8: 1 | bPendingReregister | True if we've been registered on the same frame we've just unregistered. |
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uint8: 1 | bPendingUnregister | True if we've unregistered during this frame. |
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TObjectPtr< UActorComponent > | PrereqComponent | In most cases, PSCs can just consider a single prerequisite if any. i.e. their attach parent. |
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TEnumAsByte< ETickingGroup > | TickGroup | Tick group. |
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int32 | TickListHandle | Handle into a static tick list, if we're using static lists. |
Constructors
Type | Name | Description | |
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FPSCTickData () |