Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Particles
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UFXSystemAsset
- UNiagaraSystem
- UParticleSystem
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystem.h |
Include | #include "Particles/ParticleSystem.h" |
Syntax
class UFXSystemAsset : public UObject
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
TArray< FMaterialPSOPrecacheRequestID > | MaterialPSOPrecacheRequestIDs | |
![]() |
uint32 | MaxPoolSize | Max number of components of this system to keep resident in the world component pool. |
![]() |
FParticlePerfStats * | ParticlePerfStats | |
![]() |
uint32 | PoolPrimeSize | How many instances we should use to initially prime the pool. |
![]() |
FGraphEventRef | PrecachePSOsEvent |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
|||
![]() |
UFXSystemAsset
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
const TArray< FMaterialPSOPrecacheRequestID > & | ||
![]() ![]() |
const FGraphEventRef & | Cached CSV Stat names for this system. | |
![]() |
void | LaunchPSOPrecaching
(
TArrayView< VFsPerMaterialData > VFsPerMaterials |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
bool | Called to check if the object is ready for FinishDestroy. | |
![]() ![]() |
void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Classes
Type | Name | Description | |
---|---|---|---|
![]() |
VFsPerMaterialData |