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Utilities to help reading sockets DO NOT USE THIS IN EXTERNAL CODE as it is subject to change
| Name | FNiagaraSceneComponentSocketUtils |
| Type | class |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraSceneComponentSocketUtils.h |
| Include Path | #include "NiagaraSceneComponentSocketUtils.h" |
Syntax
class FNiagaraSceneComponentSocketUtils
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FNiagaraSceneComponentSocketUtils
(
TWeakObjectPtr< UObject > InWeakOwnerComponent |
NiagaraSceneComponentSocketUtils.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FNiagaraSceneComponentSocketUtils() |
NiagaraSceneComponentSocketUtils.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTransform GetLocalToWorldTransform() |
Get the current local to world for the socket owner. | NiagaraSceneComponentSocketUtils.h | |
int32 GetNumSockets() |
Get the number of sockets available. | NiagaraSceneComponentSocketUtils.h | |
UObject * GetResolvedObject() |
Get the resolve object Note: Do not make any assumptions about where this comes from | NiagaraSceneComponentSocketUtils.h | |
| Get socket transforms Optionally reading from only SocketIndices Returns true if we read any data, otherwise false | NiagaraSceneComponentSocketUtils.h | ||
bool IsValid() |
Are we bound to something valid? | NiagaraSceneComponentSocketUtils.h | |
bool ResolveObject() |
Resolve the object we are bound to Returns true if the object changed, otherwise false | NiagaraSceneComponentSocketUtils.h | |
| Enable resolving via attach parent. | NiagaraSceneComponentSocketUtils.h | ||
void SetAllowParameterBinding
(
FNiagaraSystemInstance* SystemInstance, |
Enable resolving via a parameter binding. | NiagaraSceneComponentSocketUtils.h | |
void SetAllowSource
(
TLazyObjectPtr< UObject > InSourceActor, |
Enable resolving via a source object. | NiagaraSceneComponentSocketUtils.h | |
void SetEditorPreviewAsset
(
TSoftObjectPtr< UObject > InEditorPreviewAsset |
Enable resolving via an editor only asset. | NiagaraSceneComponentSocketUtils.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TConstArrayView< FName > GetSocketNames() |
Get all of the available socket names. | NiagaraSceneComponentSocketUtils.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CacheSocketNames
(
UObject* ResolvedObject |
NiagaraSceneComponentSocketUtils.h | ||
bool CacheSocketNamesInternal
(
UObject* ResolvedObject |
Cache socket names from Actor / Component / Entity if valid. | NiagaraSceneComponentSocketUtils.h | |
void CacheSocketNamesSkeletalMesh
(
USkeletalMesh* SkeletalMesh |
NiagaraSceneComponentSocketUtils.h | ||
void CacheSocketNamesStaticMesh
(
UStaticMesh* StaticMesh |
NiagaraSceneComponentSocketUtils.h | ||
| Read socket transforms from Actor / Component / Entity if valid. | NiagaraSceneComponentSocketUtils.h | ||
void GetSocketTransformsSkeletalMesh
(
USkeletalMesh* SkeletalMesh, |
NiagaraSceneComponentSocketUtils.h | ||
void GetSocketTransformsStaticMesh
(
UStaticMesh* StaticMesh, |
NiagaraSceneComponentSocketUtils.h | ||
UObject * ResolveAttachParentInternal() |
Resolve from attach parent Actor / Component / Entity. | NiagaraSceneComponentSocketUtils.h | |
UObject * ResolveSourceInternal() |
Resolve from source Actor / Component / Entity. | NiagaraSceneComponentSocketUtils.h |