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API > API/Runtime > API/Runtime/Engine
| Name | UFXSystemAsset |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystem.h |
| Include Path | #include "Particles/ParticleSystem.h" |
Syntax
UCLASS (Abstract, MinimalAPI, BlueprintType)
class UFXSystemAsset : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UFXSystemAsset
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Particles/ParticleSystem.h | |||
UFXSystemAsset
(
const FObjectInitializer& ObjectInitializer |
Particles/ParticleSystem.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaxPoolSize | uint32 | Max number of components of this system to keep resident in the world component pool. | Particles/ParticleSystem.h |
|
| PoolPrimeSize | uint32 | How many instances we should use to initially prime the pool. | Particles/ParticleSystem.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TArray< FMaterialPSOPrecacheRequestID > & GetMaterialPSOPrecacheRequestIDs() |
Particles/ParticleSystem.h | ||
const FGraphEventRef & GetPrecachePSOsEvent() |
Particles/ParticleSystem.h | ||
const bool HasLaunchedPSOPrecaching() |
Particles/ParticleSystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void LaunchPSOPrecaching
(
const FMaterialInterfacePSOPrecacheParamsList& VFsPerMaterials |
Particles/ParticleSystem.h |