UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AnimNotify_PlayParticleEffect.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3
4#pragma once
5
6#include "CoreMinimal.h"
9#include "AnimNotify_PlayParticleEffect.generated.h"
10
12class UParticleSystem;
13class USkeletalMeshComponent;
14class UParticleSystemComponent;
15
16UCLASS(const, hidecategories=Object, collapsecategories, meta=(DisplayName="Play Particle Effect"), MinimalAPI)
18{
20
21public:
22
24
25 // Begin UObject interface
26 ENGINE_API virtual void PostLoad() override;
27#if WITH_EDITOR
28 ENGINE_API virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
29#endif
30 // End UObject interface
31
32 // Begin UAnimNotify interface
33 ENGINE_API virtual FString GetNotifyName_Implementation() const override;
34
35 UE_DEPRECATED(5.0, "Please use the other Notify function instead")
36 ENGINE_API virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
37 ENGINE_API virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
38#if WITH_EDITOR
39 ENGINE_API virtual void ValidateAssociatedAssets() override;
40#endif
41 // End UAnimNotify interface
42
43 // Particle System to Spawn
44 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta=(DisplayName="Particle System"))
46
47 // Location offset from the socket
48 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify")
49 FVector LocationOffset;
50
51 // Rotation offset from socket
52 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify")
53 FRotator RotationOffset;
54
55 // Scale to spawn the particle system at
56 UPROPERTY(EditAnywhere, Category="AnimNotify")
58
60 // Cached version of the Rotation Offset already in Quat form
61 FQuat RotationOffsetQuat;
62
64 // Spawns the ParticleSystemComponent. Called from Notify.
65 ENGINE_API virtual UParticleSystemComponent* SpawnParticleSystem(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation);
66
67public:
68
69 // Should attach to the bone/socket
70 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify")
71 uint32 Attached:1; //~ Does not follow coding standard due to redirection from BP
72
73 // SocketName to attach to
74 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify")
75 FName SocketName;
76};
77
78
79
#define UE_DEPRECATED(Version, Message)
Definition CoreMiscDefines.h:302
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
@ Attached
Attached to a UMediaPlayer.
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UCLASS(...)
Definition ObjectMacros.h:776
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition NameTypes.h:617
Definition AnimNotify_PlayParticleEffect.h:18
Definition AnimNotify.h:52
Definition AnimSequenceBase.h:37
Definition ParticleSystem.h:160
Definition AnimNotifyQueue.h:22
Definition UnrealType.h:6865
Definition ObjectPtr.h:488