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A particle emitter.
| Name | UParticleSystemComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystemComponent.h |
| Include Path | #include "Particles/ParticleSystemComponent.h" |
Syntax
UCLASS (ClassGroup=(Rendering), HideCategories=Object, HideCategories=Physics,
HideCategories=Collision, ShowCategories=Trigger, EditInlineNew,
Meta=(BlueprintSpawnableComponent, DisplayName="Cascade Particle System Component"),
MinimalAPI)
class UParticleSystemComponent : public UFXSystemComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UFXSystemComponent → UParticleSystemComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UParticleSystemComponent
(
const FObjectInitializer& ObjectInitializer |
Particles/ParticleSystemComponent.h |
Classes
| Name | Remarks |
|---|---|
| FInstanceOwner |
Enums
Public
| Name | Remarks |
|---|---|
| EForceAsyncWorkCompletion |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| TrailEmitterArray | TArray< struct FParticleAnimTrailEmitterInstance *, TInlineAllocator< 8 > > | Array of trail emitters. | Particles/ParticleSystemComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OnSystemPreActivationChange | FOnSystemPreActivationChange | Static delegate called for all systems on an activation change. | Particles/ParticleSystemComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccumLODDistanceCheckTime | float | LOD updating... | Particles/ParticleSystemComponent.h | |
| AccumTickTime | float | Used to accumulate total tick time to determine whether system can be skipped ticking if not visible. | Particles/ParticleSystemComponent.h | |
| AutoAttachLocationRule | EAttachmentRule | Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. | Particles/ParticleSystemComponent.h |
|
| AutoAttachParent | TWeakObjectPtr< USceneComponent > | Component we automatically attach to when activated, if bAutoManageAttachment is true. | Particles/ParticleSystemComponent.h |
|
| AutoAttachRotationRule | EAttachmentRule | Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. | Particles/ParticleSystemComponent.h |
|
| AutoAttachScaleRule | EAttachmentRule | Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. | Particles/ParticleSystemComponent.h |
|
| AutoAttachSocketName | FName | Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. | Particles/ParticleSystemComponent.h |
|
| bAllowRecycling | uint8 | If true, this Particle System will be available for recycling after it has completed. | Particles/ParticleSystemComponent.h |
|
| bAutoAttachWeldSimulatedBodies | uint8 | Option for how we handle bWeldSimulatedBodies when we attach to the AutoAttachParent, if bAutoManageAttachment is true. | Particles/ParticleSystemComponent.h |
|
| bAutoDestroy | uint8 | Particles/ParticleSystemComponent.h | ||
| bAutoManageAttachment | uint8 | True if we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed. | Particles/ParticleSystemComponent.h |
|
| bDeactivateTriggered | uint8 | If true, someone has requested this component deactivate. | Particles/ParticleSystemComponent.h | |
| bForcedInActive | uint8 | This is set when any of our "don't tick me" timeout values have fired | Particles/ParticleSystemComponent.h | |
| bForceLODUpdateFromRenderer | uint8 | If true, force an LOD update from the renderer. | Particles/ParticleSystemComponent.h | |
| bHasBeenActivated | uint8 | This flag will be set the first time the PSysComp is activated... | Particles/ParticleSystemComponent.h | |
| bIsDuringRegister | uint8 | Particles/ParticleSystemComponent.h | ||
| bIsManagingSignificance | uint8 | If this component is having it's significance managed by gameplay code. | Particles/ParticleSystemComponent.h | |
| bIsViewRelevanceDirty | uint8 | If true, the ViewRelevanceFlags are dirty and should be recached | Particles/ParticleSystemComponent.h | |
| bJustRegistered | uint8 | Indicates that the component has not been ticked since being registered. | Particles/ParticleSystemComponent.h | |
| bOldPositionValid | bool | Particles/ParticleSystemComponent.h |
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| bOverrideLODMethod | uint8 | Indicates that the component's LODMethod overrides the Template's | Particles/ParticleSystemComponent.h |
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| bResetOnDetach | uint8 | Particles/ParticleSystemComponent.h |
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| bResetTriggered | uint8 | If true, someone has requested this component reset. | Particles/ParticleSystemComponent.h | |
| bSkipUpdateDynamicDataDuringTick | uint8 | Flag indicating that dynamic updating of render data should NOT occur during Tick. | Particles/ParticleSystemComponent.h | |
| bSuppressSpawning | uint8 | Particles/ParticleSystemComponent.h | ||
| bUpdateOnDedicatedServer | uint8 | Whether to update the particle system on dedicated servers | Particles/ParticleSystemComponent.h | |
| BurstEvents | TArray< struct FParticleEventBurstData > | The Burst events that occurred in this PSysComp. | Particles/ParticleSystemComponent.h | |
| bWarmingUp | uint8 | Particles/ParticleSystemComponent.h | ||
| bWasActive | uint8 | True if this was active before being unregistered or otherwise reset, if so reactivate it | Particles/ParticleSystemComponent.h | |
| bWasCompleted | uint8 | Particles/ParticleSystemComponent.h | ||
| bWasDeactivated | uint8 | Particles/ParticleSystemComponent.h | ||
| bWasManagingSignificance | uint8 | If this component was previously having it's significance managed by gameplay code. | Particles/ParticleSystemComponent.h | |
| CachedViewRelevanceFlags | TArray< FMaterialRelevance > | The view relevance flags for each LODLevel. | Particles/ParticleSystemComponent.h | |
| CollisionEvents | TArray< struct FParticleEventCollideData > | The Collision events that occurred in this PSysComp. | Particles/ParticleSystemComponent.h | |
| CustomTimeDilation | float | Scales DeltaTime in UParticleSystemComponent::Tick(...) | Particles/ParticleSystemComponent.h |
|
| DeathEvents | TArray< struct FParticleEventDeathData > | The Death events that occurred in this PSysComp. | Particles/ParticleSystemComponent.h | |
| EditorDetailMode | int32 | Used for applying Cascade's detail mode setting to in-level particle systems | Particles/ParticleSystemComponent.h | |
| EditorLODLevel | int32 | INTERNAL. Used by the editor to set the LODLevel | Particles/ParticleSystemComponent.h | |
| EmitterDelay | float | This is created at start up and then added to each emitter | Particles/ParticleSystemComponent.h | |
| EmitterInstances | TArray< struct FParticleEmitterInstance * > | Particles/ParticleSystemComponent.h | ||
| EmitterMaterials | TArray< TObjectPtr< class UMaterialInterface > > | Particles/ParticleSystemComponent.h |
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| FXSystem | FFXSystem * | Particles/ParticleSystemComponent.h | ||
| InstanceOwner | TUniquePtr< FInstanceOwner > | Particles/ParticleSystemComponent.h | ||
| InstanceParameters | TArray< struct FParticleSysParam > | Array holding name instance parameters for this ParticleSystemComponent. | Particles/ParticleSystemComponent.h |
|
| KismetEvents | TArray< struct FParticleEventKismetData > | The Kismet events that occurred for this PSysComp. | Particles/ParticleSystemComponent.h | |
| LastSignificantTime | float | Time in seconds since we were last considered significant. | Particles/ParticleSystemComponent.h | |
| LODMethod | TEnumAsByte< enum ParticleSystemLODMethod > | The method of LOD level determination to utilize for this particle system | Particles/ParticleSystemComponent.h |
|
| MaxTimeBeforeForceUpdateTransform | float | Time between forced UpdateTransforms for systems that use dynamically calculated bounds, Which is effectively how often the bounds are shrunk. | Particles/ParticleSystemComponent.h | |
| OldPosition | FVector | Particles/ParticleSystemComponent.h |
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| OnParticleBurst | FParticleBurstSignature | Particles/ParticleSystemComponent.h |
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| OnParticleCollide | FParticleCollisionSignature | Particles/ParticleSystemComponent.h |
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| OnParticleDeath | FParticleDeathSignature | Particles/ParticleSystemComponent.h |
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| OnParticleSpawn | FParticleSpawnSignature | Particles/ParticleSystemComponent.h |
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| OnSystemFinished | FOnSystemFinished | Called when the particle system is done. | Particles/ParticleSystemComponent.h |
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| PartSysVelocity | FVector | Particles/ParticleSystemComponent.h |
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| PoolingMethod | EPSCPoolMethod | If this PSC is pooling. | Particles/ParticleSystemComponent.h | |
| RandomStream | FRandomStream | Stream of random values to use with this component | Particles/ParticleSystemComponent.h | |
| ReleaseResourcesFence | FRenderCommandFence * | Command fence used to shut down properly | Particles/ParticleSystemComponent.h | |
| ReplayClipIDNumber | int32 | Clip ID number we're either playing back or capturing to, depending on the value of ReplayState. | Particles/ParticleSystemComponent.h | |
| ReplayClips | TArray< TObjectPtr< class UParticleSystemReplay > > | Array of replay clips for this particle system component. | Particles/ParticleSystemComponent.h | |
| ReplayFrameIndex | int32 | The current replay frame for playback | Particles/ParticleSystemComponent.h | |
| ReplayState | TEnumAsByte< enum ParticleReplayState > | Current particle 'replay state'. | Particles/ParticleSystemComponent.h | |
| RequiredSignificance | EParticleSignificanceLevel | The significance this component requires of it's emitters for them to be enabled. | Particles/ParticleSystemComponent.h | |
| SecondsBeforeInactive | float | Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive. | Particles/ParticleSystemComponent.h |
|
| SkelMeshComponents | TArray< TObjectPtr< class USkeletalMeshComponent > > | The skeletal mesh components used with the socket location module. | Particles/ParticleSystemComponent.h |
|
| SpawnEvents | TArray< struct FParticleEventSpawnData > | The Spawn events that occurred in this PSysComp. | Particles/ParticleSystemComponent.h | |
| Template | TObjectPtr< class UParticleSystem > | Particles/ParticleSystemComponent.h |
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| WarmupTickRate | float | Particles/ParticleSystemComponent.h |
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| WarmupTime | float | Particles/ParticleSystemComponent.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AsyncBounds | FBoxSphereBounds | Cached copy of bounds | Particles/ParticleSystemComponent.h | |
| AsyncComponentToWorld | FTransform | Cached copy of the transform for async work | Particles/ParticleSystemComponent.h | |
| AsyncInstanceParameters | TArray< struct FParticleSysParam > | Cached copy of the instance params | Particles/ParticleSystemComponent.h | |
| AsyncPartSysVelocity | FVector | Cached copy of PartSysVelocity | Particles/ParticleSystemComponent.h | |
| AsyncWork | FGraphEventRef | Task ref for parallel portion | Particles/ParticleSystemComponent.h | |
| bAsyncDataCopyIsValid | uint8 | Is AsyncComponentToWorld etc valid? | Particles/ParticleSystemComponent.h | |
| bAsyncWorkOutstanding | volatile bool | If true, it means the Async work is in process and not yet completed. | Particles/ParticleSystemComponent.h | |
| bDidAutoAttach | uint8 | Did we auto attach during activation? Used to determine if we should restore the relative transform during detachment. | Particles/ParticleSystemComponent.h | |
| bIsElligibleForAsyncTick | uint8 | If true, this psys can tick in any thread | Particles/ParticleSystemComponent.h | |
| bIsElligibleForAsyncTickComputed | uint8 | If true, bIsElligibleForAsyncTick is set up | Particles/ParticleSystemComponent.h | |
| bIsTransformDirty | uint8 | Indicates if the component's transform has been changed and requires updating | Particles/ParticleSystemComponent.h | |
| bNeedsFinalize | uint8 | If true, it means the ASync work is done and the finalize is not | Particles/ParticleSystemComponent.h | |
| bParallelRenderThreadUpdate | uint8 | Particles/ParticleSystemComponent.h | ||
| bPendingManagerAdd | int32 | Flag denoting we are currently in the pending queue to be added to the manager. | Particles/ParticleSystemComponent.h | |
| bPendingManagerRemove | int32 | Flag denoting we have been unregistered and are awaiting removal from the managers arrays. | Particles/ParticleSystemComponent.h | |
| DeltaTimeTick | float | Copy of delta time coming into TickComponent | Particles/ParticleSystemComponent.h | |
| LODLevel | int32 | Particles/ParticleSystemComponent.h | ||
| LWCTile | FVector3f | LWC tile offset for gpu simulations | Particles/ParticleSystemComponent.h | |
| ManagerHandle | int32 | Handle into the FParticleSystemWorldManager. | Particles/ParticleSystemComponent.h | |
| NumSignificantEmitters | uint32 | Number of significant emitters. | Particles/ParticleSystemComponent.h | |
| PlayerLocations | TArray< FVector > | Player locations computed before kicking off async task. | Particles/ParticleSystemComponent.h | |
| PlayerLODDistanceFactor | TArray< float > | PlayerLODDistanceFactor computed before kicking off async task. | Particles/ParticleSystemComponent.h | |
| SavedAutoAttachRelativeLocation | FVector | Saved relative transform before auto attachement. | Particles/ParticleSystemComponent.h | |
| SavedAutoAttachRelativeRotation | FRotator | Particles/ParticleSystemComponent.h | ||
| SavedAutoAttachRelativeScale3D | FVector | Particles/ParticleSystemComponent.h | ||
| TimeSinceLastForceUpdateTransform | float | Tracks the time since the last forced UpdateTransform. | Particles/ParticleSystemComponent.h | |
| TimeSinceLastTick | uint32 | Time in ms since a tick was last performed; used with MinTimeBetweenTicks (on UParticleSystem) to control tick rate | Particles/ParticleSystemComponent.h | |
| TotalActiveParticles | int32 | Info from async tick | Particles/ParticleSystemComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AutoPopulateInstanceProperties() |
Auto-populate the instance parameters based on contained modules. | Particles/ParticleSystemComponent.h | |
void BeginTrails
(
FName InFirstSocketName, |
Begins all trail emitters in this component. | Particles/ParticleSystemComponent.h |
|
bool CanBeOccluded() |
True if this component can be occluded. | Particles/ParticleSystemComponent.h | |
bool CanConsiderInvisible() |
True if this component can be considered invisible and potentially culled. | Particles/ParticleSystemComponent.h | |
bool CanSkipTickDueToVisibility() |
Particles/ParticleSystemComponent.h | ||
bool CanTickInAnyThread() |
Return true if this psys can tick in any thread | Particles/ParticleSystemComponent.h | |
void ClearParameter
(
FName ParameterName, |
Clears the specified parameter, returning it to the default value set in the template | Particles/ParticleSystemComponent.h | |
void Complete() |
Particles/ParticleSystemComponent.h | ||
void ComputeCanTickInAnyThread() |
Decide if this psys can tick in any thread, and set bIsElligibleForAsyncTick | Particles/ParticleSystemComponent.h | |
void ComputeTickComponent_Concurrent() |
Possibly parallel phase of TickComponent | Particles/ParticleSystemComponent.h | |
void ConditionalCacheViewRelevanceFlags
(
UParticleSystem* NewTemplate |
Cache the view-relevance for each emitter at each LOD level if needed. | Particles/ParticleSystemComponent.h | |
virtual UMaterialInstanceDynamic * CreateNamedDynamicMaterialInstance
(
FName InName, |
Creates a Dynamic Material Instance for the specified named material override, optionally from the supplied material. | Particles/ParticleSystemComponent.h |
|
void DeactivaateNextTick() |
Particles/ParticleSystemComponent.h | ||
void DeactivateSystem() |
Deactivate the system | Particles/ParticleSystemComponent.h | |
virtual int32 DetermineLODLevelForLocation
(
const FVector& EffectLocation |
This will determine which LOD to use based off the specific ParticleSystem passed in and the distance to where that PS is being displayed. | Particles/ParticleSystemComponent.h | |
virtual bool Editor_CanBeTickManaged() |
Particles/ParticleSystemComponent.h | ||
void EndTrails() |
Ends all trail emitters in this component. | Particles/ParticleSystemComponent.h |
|
void FinalizeTickComponent() |
After the possibly parallel phase of TickComponent, we fire events, etc | Particles/ParticleSystemComponent.h | |
UParticleSystemReplay * FindReplayClipForIDNumber
(
const int32 InClipIDNumber |
Finds the replay clip of the specified ID number | Particles/ParticleSystemComponent.h | |
void ForceAsyncWorkCompletion
(
EForceAsyncWorkCompletion Behavior, |
If there is async work outstanding, force it to be completed now | Particles/ParticleSystemComponent.h | |
void ForceAsyncWorkCompletion
(
EForceAsyncWorkCompletion Behavior, |
If there is async work outstanding, force it to be completed now | Particles/ParticleSystemComponent.h | |
void ForceReset() |
Particles/ParticleSystemComponent.h | ||
void ForceUpdateBounds() |
Force the component to update its bounding box. | Particles/ParticleSystemComponent.h | |
void GenerateParticleEvent
(
const FName InEventName, |
Record a kismet event. | Particles/ParticleSystemComponent.h |
|
| Retrieve the Actor parameter value for the given name. | Particles/ParticleSystemComponent.h | ||
virtual bool GetAnyVectorParameter
(
const FName InName, |
Retrieve the Vector parameter value for the given name...also looks for colors and floats and returns those | Particles/ParticleSystemComponent.h | |
float GetApproxDistanceSquared
(
FVector Point |
Returns the approximate distance squared from this component to the passed location. | Particles/ParticleSystemComponent.h | |
const FBoxSphereBounds & GetAsyncBounds() |
Particles/ParticleSystemComponent.h | ||
const FTransform & GetAsyncComponentToWorld() |
Particles/ParticleSystemComponent.h | ||
const TArray< struct FParticleSysParam > & GetAsyncInstanceParameters() |
Particles/ParticleSystemComponent.h | ||
const FVector & GetAsyncPartSysVelocity() |
Particles/ParticleSystemComponent.h | ||
virtual bool GetBeamEndPoint
(
int32 EmitterIndex, |
Get the beam end point | Particles/ParticleSystemComponent.h |
|
virtual bool GetBeamSourcePoint
(
int32 EmitterIndex, |
Get the beam source point | Particles/ParticleSystemComponent.h |
|
virtual bool GetBeamSourceStrength
(
int32 EmitterIndex, |
Get the beam source strength | Particles/ParticleSystemComponent.h |
|
virtual bool GetBeamSourceTangent
(
int32 EmitterIndex, |
Get the beam source tangent | Particles/ParticleSystemComponent.h |
|
virtual bool GetBeamTargetPoint
(
int32 EmitterIndex, |
Get the beam target point | Particles/ParticleSystemComponent.h |
|
virtual bool GetBeamTargetStrength
(
int32 EmitterIndex, |
Get the beam target strength | Particles/ParticleSystemComponent.h |
|
virtual bool GetBeamTargetTangent
(
int32 EmitterIndex, |
Get the beam target tangent | Particles/ParticleSystemComponent.h |
|
virtual bool GetColorParameter
(
const FName InName, |
Retrieve the Color parameter value for the given name. | Particles/ParticleSystemComponent.h | |
int32 GetCurrentDetailMode () |
Decide which detail mode should be applied to this particle system. | Particles/ParticleSystemComponent.h | |
int32 GetCurrentLODIndex() |
Particles/ParticleSystemComponent.h | ||
virtual bool GetFloatParameter
(
const FName InName, |
Retrieve the Float parameter value for the given name. | Particles/ParticleSystemComponent.h | |
virtual int32 GetLODLevel() |
Get the LOD level of the particle system | Particles/ParticleSystemComponent.h | |
const FVector3f & GetLWCTile() |
Particles/ParticleSystemComponent.h | ||
int32 GetManagerHandle() |
Particles/ParticleSystemComponent.h | ||
FPSCTickData & GetManagerTickData() |
Particles/ParticleSystemComponent.h | ||
virtual bool GetMaterialParameter
(
const FName InName, |
Retrieve the Material parameter value for the given name. | Particles/ParticleSystemComponent.h | |
virtual UMaterialInterface * GetNamedMaterial
(
FName InName |
Returns a named material. If this named material is not found, returns NULL. | Particles/ParticleSystemComponent.h |
|
virtual int32 GetNamedMaterialIndex
(
FName InName |
Returns the index into the EmitterMaterials array for this named. | Particles/ParticleSystemComponent.h | |
virtual FName GetNameForMaterial
(
UMaterialInterface* InMaterial |
Returns the name associated with the passed in material, returns NAME_None if it is not found | Particles/ParticleSystemComponent.h | |
int32 GetNumActiveParticles() |
Get the current number of active particles in this system | Particles/ParticleSystemComponent.h |
|
virtual void GetOwnedTrailEmitters
(
TrailEmitterArray& OutTrailEmitters, |
Fills the passed array with all trail emitters associated with a particular object. | Particles/ParticleSystemComponent.h | |
FParticlePerfStatsContext GetPerfStatsContext() |
Particles/ParticleSystemComponent.h | ||
const TArray< FVector > & GetPlayerLocations() |
Particles/ParticleSystemComponent.h | ||
const TArray< float > & GetPlayerLODDistanceFactor() |
Particles/ParticleSystemComponent.h | ||
virtual bool GetVectorParameter
(
const FName InName, |
Retrieve the Vector parameter value for the given name. | Particles/ParticleSystemComponent.h | |
FParticleSystemWorldManager * GetWorldManager() |
Particles/ParticleSystemComponent.h | ||
bool HasCompleted() |
Particles/ParticleSystemComponent.h | ||
void InitializeSystem() |
Particles/ParticleSystemComponent.h | ||
virtual void InitParticles() |
If particles have not already been initialised (ie. EmitterInstances created) do it now. | Particles/ParticleSystemComponent.h | |
int32 IsPendingManagerAdd() |
Particles/ParticleSystemComponent.h | ||
int32 IsPendingManagerRemove() |
Particles/ParticleSystemComponent.h | ||
bool IsTickManaged() |
Particles/ParticleSystemComponent.h | ||
void KillParticlesForced() |
Particles/ParticleSystemComponent.h | ||
void MarshalParamsForAsyncTick() |
Particles/ParticleSystemComponent.h | ||
void OnSignificanceChanged
(
bool bSignificant, |
When the overall significance for the component is changed. | Particles/ParticleSystemComponent.h | |
virtual bool ParticleLineCheck
(
FHitResult& Hit, |
Collision Handling... | Particles/ParticleSystemComponent.h | |
void ReportEventBurst
(
const FName InEventName, |
Record a bursting event. | Particles/ParticleSystemComponent.h | |
void ReportEventCollision
(
const FName InEventName, |
Record a collision event. | Particles/ParticleSystemComponent.h | |
void ReportEventDeath
(
const FName InEventName, |
Record a death event. | Particles/ParticleSystemComponent.h | |
void ReportEventSpawn
(
const FName InEventName, |
Event reporting... Record a spawning event. | Particles/ParticleSystemComponent.h | |
void ResetBurstLists() |
Particles/ParticleSystemComponent.h | ||
void ResetNextTick() |
Particles/ParticleSystemComponent.h | ||
void ResetParticles
(
bool bEmptyInstances |
Particles/ParticleSystemComponent.h | ||
void ResetToDefaults() |
Stops the emitter, unregisters the component, and resets the component's properties to the values of its template | Particles/ParticleSystemComponent.h | |
virtual void RewindEmitterInstances() |
Particles/ParticleSystemComponent.h | ||
void SetAutoAttachParams
(
USceneComponent* Parent, |
DEPRECATED: Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType to the specified parameters. | Particles/ParticleSystemComponent.h |
|
virtual void SetBeamEndPoint
(
int32 EmitterIndex, |
Beam-related script functions. Set the beam end point | Particles/ParticleSystemComponent.h |
|
virtual void SetBeamSourcePoint
(
int32 EmitterIndex, |
Set the beam source point | Particles/ParticleSystemComponent.h |
|
virtual void SetBeamSourceStrength
(
int32 EmitterIndex, |
Set the beam source strength | Particles/ParticleSystemComponent.h |
|
virtual void SetBeamSourceTangent
(
int32 EmitterIndex, |
Set the beam source tangent | Particles/ParticleSystemComponent.h |
|
virtual void SetBeamTargetPoint
(
int32 EmitterIndex, |
Set the beam target point | Particles/ParticleSystemComponent.h |
|
virtual void SetBeamTargetStrength
(
int32 EmitterIndex, |
Set the beam target strength | Particles/ParticleSystemComponent.h |
|
virtual void SetBeamTargetTangent
(
int32 EmitterIndex, |
Set the beam target tangent | Particles/ParticleSystemComponent.h |
|
void SetFloatRandParameter
(
FName ParameterName, |
Set a named random float instance parameter on this ParticleSystemComponent. | Particles/ParticleSystemComponent.h | |
virtual void SetLODLevel
(
int32 InLODLevel |
Set the LOD level of the particle system | Particles/ParticleSystemComponent.h | |
void SetManagerHandle
(
int32 InHandle |
Particles/ParticleSystemComponent.h | ||
void SetManagingSignificance
(
bool bManageSignificance |
Called from game code when the component begins having it's significance managed. | Particles/ParticleSystemComponent.h | |
void SetMaterialParameter
(
FName ParameterName, |
Set a named material instance parameter on this ParticleSystemComponent. | Particles/ParticleSystemComponent.h |
|
void SetPendingManagerAdd
(
bool bValue |
Particles/ParticleSystemComponent.h | ||
void SetPendingManagerRemove
(
bool bValue |
Particles/ParticleSystemComponent.h | ||
void SetRequiredSignificance
(
EParticleSignificanceLevel NewRequiredSignificance |
Called from game code when the significance required for a component changes. | Particles/ParticleSystemComponent.h | |
void SetTemplate
(
UParticleSystem* NewTemplate |
Change the ParticleSystem used by this ParticleSystemComponent | Particles/ParticleSystemComponent.h |
|
void SetTrailSourceData
(
FName InFirstSocketName, |
Sets the defining data for all trails in this component. | Particles/ParticleSystemComponent.h |
|
void SetVectorRandParameter
(
FName ParameterName, |
Set a named random vector instance parameter on this ParticleSystemComponent. | Particles/ParticleSystemComponent.h | |
void SetVectorUnitRandParameter
(
FName ParameterName, |
Set a named random unit vector instance parameter on this ParticleSystemComponent. | Particles/ParticleSystemComponent.h | |
bool ShouldBeTickManaged() |
Particles/ParticleSystemComponent.h | ||
bool ShouldManageSignificance() |
Whether this component should have it's significance managed by game code. | Particles/ParticleSystemComponent.h | |
void UpdateInstances
(
bool bEmptyInstances |
Particles/ParticleSystemComponent.h |
Overridden from UFXSystemComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ActivateSystem
(
bool bFlagAsJustAttached |
Activate the system | 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, |
Set a named float instance parameter on this ParticleSystemComponent. | 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 a sub-emitter | Particles/ParticleSystemComponent.h | |
virtual void SetFloatParameter
(
FName ParameterName, |
Change a named float parameter | Particles/ParticleSystemComponent.h | |
virtual void SetIntParameter
(
FName ParameterName, |
Set a named float instance parameter on this ParticleSystemComponent. | 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 |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. | Particles/ParticleSystemComponent.h | |
virtual FBodyInstance * GetBodyInstance
(
FName BoneName, |
Returns BodyInstance of the component. | Particles/ParticleSystemComponent.h | |
virtual UMaterialInterface * GetMaterial
(
int32 ElementIndex |
Returns the material used by the element at the specified index | Particles/ParticleSystemComponent.h | |
virtual UMaterialInterface * GetMaterialByName
(
FName MaterialSlotName |
Returns the material used by the element in the slot with the specified name. | Particles/ParticleSystemComponent.h | |
virtual int32 GetNumMaterials() |
Return number of material elements in this primitive | Particles/ParticleSystemComponent.h | |
virtual void GetStreamingRenderAssetInfo
(
FStreamingTextureLevelContext& LevelContext, |
Enumerates the streaming textures/meshes used by the primitive. | Particles/ParticleSystemComponent.h | |
virtual void GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component | Particles/ParticleSystemComponent.h | |
virtual void SetMaterial
(
int32 ElementIndex, |
Changes the material applied to an element of the mesh. | Particles/ParticleSystemComponent.h | |
virtual void SetMaterialByName
(
FName MaterialSlotName, |
Changes the material applied to an element of the mesh. | Particles/ParticleSystemComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. | Particles/ParticleSystemComponent.h | |
| Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials | Particles/ParticleSystemComponent.h | ||
virtual void OnAttachmentChanged() |
Called when AttachParent changes, to allow the scene to update its attachment state. | Particles/ParticleSystemComponent.h | |
virtual void OnChildAttached
(
USceneComponent* ChildComponent |
Called after a child scene component is attached to this component. | Particles/ParticleSystemComponent.h | |
virtual void OnChildDetached
(
USceneComponent* ChildComponent |
Called after a child scene component is detached from this component. | Particles/ParticleSystemComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. | Particles/ParticleSystemComponent.h | |
virtual UObject const * AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable | Particles/ParticleSystemComponent.h | |
virtual void ApplyWorldOffset
(
const FVector& InOffset, |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location | Particles/ParticleSystemComponent.h | |
virtual void CheckForErrors () |
Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. | Particles/ParticleSystemComponent.h | |
virtual void Deactivate() |
Deactivates the SceneComponent. | Particles/ParticleSystemComponent.h | |
virtual bool IsComponentTickEnabled() |
Returns whether this component has tick enabled or not | Particles/ParticleSystemComponent.h | |
virtual bool IsReadyForOwnerToAutoDestroy() |
Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished | Particles/ParticleSystemComponent.h | |
virtual void OnEndOfFrameUpdateDuringTick () |
Allows components to handle an EOF update happening mid tick. | Particles/ParticleSystemComponent.h | |
virtual bool RequiresGameThreadEndOfFrameRecreate() |
Return true if this component requires end of frame recreates to happen from the game thread. | Particles/ParticleSystemComponent.h | |
virtual bool RequiresGameThreadEndOfFrameUpdates() |
Return true if this component requires end of frame updates to happen from the game thread. | Particles/ParticleSystemComponent.h | |
virtual void SetComponentTickEnabled
(
bool bEnabled |
Set this component's tick functions to be enabled or disabled. | Particles/ParticleSystemComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | Particles/ParticleSystemComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Particles/ParticleSystemComponent.h | ||
virtual void FinishDestroy() |
Particles/ParticleSystemComponent.h | ||
virtual FString GetDetailedInfoInternal() |
Particles/ParticleSystemComponent.h | ||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Particles/ParticleSystemComponent.h | ||
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
Particles/ParticleSystemComponent.h | ||
virtual void PostLoad() |
Particles/ParticleSystemComponent.h | ||
virtual void PreEditChange
(
FProperty* PropertyThatWillChange |
Particles/ParticleSystemComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Particles/ParticleSystemComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearDynamicData() |
Clears dynamic data on the rendering thread. | Particles/ParticleSystemComponent.h | |
FParticleDynamicData * CreateDynamicData
(
ERHIFeatureLevel::Type InFeatureLevel |
Creates dynamic particle data for rendering the particle system this frame. | Particles/ParticleSystemComponent.h | |
void OrientZAxisTowardCamera() |
Orients the Z axis of the ParticleSystemComponent toward the camera while preserving the X axis direction | Particles/ParticleSystemComponent.h | |
virtual void UpdateDynamicData() |
Particles/ParticleSystemComponent.h | ||
virtual void UpdateLODInformation() |
Particles/ParticleSystemComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | Particles/ParticleSystemComponent.h | |
virtual void DestroyRenderState_Concurrent () |
Used to shut down any rendering thread structure for this component | Particles/ParticleSystemComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Particles/ParticleSystemComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Particles/ParticleSystemComponent.h | |
virtual void SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread | Particles/ParticleSystemComponent.h | |
virtual void SendRenderTransform_Concurrent () |
Called to send a transform update for this component to the rendering thread | Particles/ParticleSystemComponent.h | |
virtual bool ShouldActivate() |
Return true if this component is in a state where it can be activated normally. | Particles/ParticleSystemComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FDynamicEmitterDataBase * CreateDynamicDataFromReplay
(
FParticleEmitterInstance* EmitterInstance, |
Static: Supplied with a chunk of replay data, this method will create dynamic emitter data that can be used to render the particle system | Particles/ParticleSystemComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutoAttachLocationType_DEPRECATED | TEnumAsByte< EAttachLocation::Type > | DEPRECATED: Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. | Particles/ParticleSystemComponent.h |