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API > API/Runtime > API/Runtime/Engine
| Name | UFXSystemComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystemComponent.h |
| Include Path | #include "Particles/ParticleSystemComponent.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UFXSystemComponent : public UPrimitiveComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UFXSystemComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UFXSystemComponent
(
const FObjectInitializer& ObjectInitializer |
Particles/ParticleSystemComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ActivateSystem
(
bool bFlagAsJustAttached |
Particles/ParticleSystemComponent.h | ||
virtual void DeactivateImmediate() |
Forces component to deactivate immediately. | Particles/ParticleSystemComponent.h | |
virtual uint32 GetApproxMemoryUsage() |
Returns an approximate memory usage value for this component. | Particles/ParticleSystemComponent.h | |
virtual UFXSystemAsset * GetFXSystemAsset() |
Get the referenced FXSystem asset. | Particles/ParticleSystemComponent.h |
|
virtual void ReleaseToPool () |
Deactivates this system and releases it to the pool on completion. | Particles/ParticleSystemComponent.h |
|
virtual void SetActorParameter
(
FName ParameterName, |
Set a named actor instance parameter on this ParticleSystemComponent. | Particles/ParticleSystemComponent.h |
|
virtual void SetAutoAttachmentParameters
(
USceneComponent* Parent, |
Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters. | Particles/ParticleSystemComponent.h |
|
virtual void SetBoolParameter
(
FName ParameterName, |
Change a named boolean parameter, ParticleSystemComponent converts to float. | Particles/ParticleSystemComponent.h |
|
virtual void SetColorParameter
(
FName ParameterName, |
Set a named color instance parameter on this ParticleSystemComponent. | Particles/ParticleSystemComponent.h |
|
virtual void SetEmitterEnable
(
FName EmitterName, |
Enables / disables an emitter by halting spawning of new particles. | Particles/ParticleSystemComponent.h |
|
virtual void SetFloatParameter
(
FName ParameterName, |
Change a named float parameter | Particles/ParticleSystemComponent.h |
|
virtual void SetIntParameter
(
FName ParameterName, |
Change a named int parameter | Particles/ParticleSystemComponent.h |
|
virtual void SetUseAutoManageAttachment
(
bool bAutoManage |
Sets whether we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed. | Particles/ParticleSystemComponent.h |
|
virtual void SetVectorParameter
(
FName ParameterName, |
Set a named vector instance parameter on this ParticleSystemComponent. | Particles/ParticleSystemComponent.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void PrecacheAssetPSOs
(
UFXSystemAsset* FXSystemAsset |
Particles/ParticleSystemComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool RequiresLWCTileRecache
(
const FVector3f CurrentTile, |
Returns true if we have crossed LWC tiles to the point that we may introduce artifacts. | Particles/ParticleSystemComponent.h |