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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that breaks a 'NDCAccess Context Gameplay Burst' into its member fields
Inputs
| Type | Name | Description |
|---|---|---|
| struct | NDCAccess Context Gameplay Burst |
Outputs
| Type | Name | Description |
|---|---|---|
| boolean | Attached To Owning Component | Flag set during the access that indicates whether the spawned systems are attached to the owning component. |
| boolean | Force Attach To Owning Component | If true, we will attempt to attach to the owning component if one exists. Ignoring other attachment settings. |
| boolean | Override Cell Size | If true, we will override the default grid Cell Size from the Data Channel.Caution:Every unique cell size value will create a new data bucket and handler Niagara System.Use with care. Overriding cell size provides more flexibility for users but can cause problems if not done correctly. |
| boolean | Override Bounds Padding | If true the SystemBoundsPadding in the context will override the bounds padding defind in the NDC. |
| vector | Cell Size Override | An override for the Cell Size used for internal data routing.Caution:Every unique cell size value will create a new data bucket and handler Niagara System.Use with care. Overriding cell size provides more flexibility for users but can cause problems if not done correctly. |
| vector | System Bounds Padding | Padding applied to the bounds of spawned handler systems.Should be large enough to contain any spawned FX near the edge of a grid cell.When systems are attached to the owning component, bounds are the component bounds + SystemBoundsPadding. |
| struct | Gameplay Tag | Data can optionally be routed by a given Gameplay Tag for additional variation. |
| vector | Location | In cases where there is no owning component for data being read or written to a data channel, we simply pass in a location. We can also use this when bOverrideLocaiton is set. |
| boolean | Override Location | If true, even if an owning component is set, the data channel should use the Location value rather than the component location. If this is false, the NDC will get any location needed from the owning component. |
| boolean | Override System To Spawn | If true, we'll override the system to spawn for this NDC write. If false, we'll use the system defined in the NDC asset, if there is one. |
| object | System To Spawn | |
| struct | Spawned Systems | The Niagara System spawned in response to this access, if any. Allows callers to set parameters etc on this system. It is not safe to store and use this component reference later. It can be reclaimed by the system at any time. |
| object | Owning Component |