Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Particles
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UFXSystemAsset
- UParticleSystem
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystem.h |
| Include | #include "Particles/ParticleSystem.h" |
Syntax
UCLASS (Abstract, MinimalAPI, BlueprintType)
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. | |
| 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 & | |||
| void | LaunchPSOPrecaching
(
const FMaterialInterfacePSOPrecacheParamsList& VFsPerMaterials |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |