UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FParticleSystemStateStreamCascade Member List

This is the complete list of members for FParticleSystemStateStreamCascade, including all inherited members.

DebugRender(IStateStreamDebugRenderer &Renderer) overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Edit(uint32 HandleId, double TimeFactor)TStateStream< FParticleSystemStateStreamSettingsCascade >protected
FDynamicState typedefTStateStream< FParticleSystemStateStreamSettingsCascade >
FHandle typedefTStateStream< FParticleSystemStateStreamSettingsCascade >
FParticleSystemStateStreamCascade(FSceneInterface &InScene)FParticleSystemStateStreamCascade
FStaticState typedefTStateStream< FParticleSystemStateStreamSettingsCascade >
FUserDataType typedefTStateStream< FParticleSystemStateStreamSettingsCascade >
Game_AddRef(uint32 HandleId) override finalTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Game_BeginTick() overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Game_CreateInstance(const FStaticState &Ss, const FDynamicState &Ds) override finalTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Game_Edit(uint32 HandleId, double TimeFactor, uint64 UserData) overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Game_EndTick(StateStreamTime AbsoluteTime) overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Game_Exit() overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Game_GetVoidPointer() overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Game_Release(uint32 HandleId) override finalTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Game_Update(uint32 HandleId, const void *Ds, double TimeFactor, uint64 UserData) overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
GetDebugName() overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
GetId() overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
GetUsedDynamicstatesCount() constTStateStream< FParticleSystemStateStreamSettingsCascade >inline
GetUsedInstancesCount() constTStateStream< FParticleSystemStateStreamSettingsCascade >inline
Id enum valueTStateStream< FParticleSystemStateStreamSettingsCascade >
InterfaceType typedefTStateStream< FParticleSystemStateStreamSettingsCascade >
Render_Exit() overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Render_GarbageCollect() overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Render_GetDynamicState(const FHandle &Handle)TStateStream< FParticleSystemStateStreamSettingsCascade >
Render_GetUserData(uint32 HandleId) override finalTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
Render_GetUserData(const FHandle &Handle)TStateStream< FParticleSystemStateStreamSettingsCascade >
TStateStream< FParticleSystemStateStreamSettingsCascade >::Render_OnCreate(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData, bool IsDestroyedInSameFrame)TStateStream< FParticleSystemStateStreamSettingsCascade >inlinevirtual
Render_OnCreateInline(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData, bool IsDestroyedInSameFrame)TStateStream< FParticleSystemStateStreamSettingsCascade >inline
TStateStream< FParticleSystemStateStreamSettingsCascade >::Render_OnDestroy(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)TStateStream< FParticleSystemStateStreamSettingsCascade >inlinevirtual
Render_OnDestroyInline(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)TStateStream< FParticleSystemStateStreamSettingsCascade >inline
TStateStream< FParticleSystemStateStreamSettingsCascade >::Render_OnUpdate(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)TStateStream< FParticleSystemStateStreamSettingsCascade >inlinevirtual
Render_OnUpdateInline(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)TStateStream< FParticleSystemStateStreamSettingsCascade >inline
Render_Update(StateStreamTime AbsoluteTime) overrideTStateStream< FParticleSystemStateStreamSettingsCascade >virtual
TStateStream()=defaultTStateStream< FParticleSystemStateStreamSettingsCascade >
Update(uint32 HandleId, const InDynamicState &Ds, double TimeFactor)TStateStream< FParticleSystemStateStreamSettingsCascade >protected
~IStateStream()IStateStreaminlinevirtual
~TStateStream()=defaultTStateStream< FParticleSystemStateStreamSettingsCascade >