UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FParticleSystemStateStreamCascade Class Referencefinal

#include <ParticleSystemStateStreamImpl.h>

+ Inheritance diagram for FParticleSystemStateStreamCascade:

Public Member Functions

 FParticleSystemStateStreamCascade (FSceneInterface &InScene)
 
- Public Member Functions inherited from TStateStream< FParticleSystemStateStreamSettingsCascade >
virtual FHandle Game_CreateInstance (const FStaticState &Ss, const FDynamicState &Ds) override final
 
virtual void Game_AddRef (uint32 HandleId) override final
 
virtual void Game_Release (uint32 HandleId) override final
 
virtual void Game_Update (uint32 HandleId, const void *Ds, double TimeFactor, uint64 UserData) override
 
virtual voidGame_Edit (uint32 HandleId, double TimeFactor, uint64 UserData) override
 
virtual voidRender_GetUserData (uint32 HandleId) override final
 
FUserDataType *& Render_GetUserData (const FHandle &Handle)
 
virtual void Game_BeginTick () override
 
virtual void Game_EndTick (StateStreamTime AbsoluteTime) override
 
virtual void Game_Exit () override
 
virtual voidGame_GetVoidPointer () override
 
virtual uint32 GetId () override
 
virtual void Render_Update (StateStreamTime AbsoluteTime) override
 
virtual void Render_Exit () override
 
virtual void Render_GarbageCollect () override
 
virtual const TCHARGetDebugName () override
 
virtual void DebugRender (IStateStreamDebugRenderer &Renderer) override
 
const FDynamicStateRender_GetDynamicState (const FHandle &Handle)
 
virtual void Render_OnCreate (const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData, bool IsDestroyedInSameFrame)
 
virtual void Render_OnUpdate (const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)
 
virtual void Render_OnDestroy (const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)
 
void Render_OnCreateInline (const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData, bool IsDestroyedInSameFrame)
 
void Render_OnUpdateInline (const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)
 
void Render_OnDestroyInline (const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)
 
uint32 GetUsedInstancesCount () const
 
uint32 GetUsedDynamicstatesCount () const
 
 TStateStream ()=default
 
 ~TStateStream ()=default
 
- Public Member Functions inherited from IStateStream
virtual ~IStateStream ()
 

Additional Inherited Members

- Public Types inherited from TStateStream< FParticleSystemStateStreamSettingsCascade >
enum  
 
using InterfaceType = typename Settings::InterfaceType
 
using FHandle = typename InterfaceType::Handle
 
using FStaticState = typename InterfaceType::StaticState
 
using FDynamicState = typename InterfaceType::DynamicState
 
using FUserDataType = typename Settings::UserDataType
 
- Protected Member Functions inherited from TStateStream< FParticleSystemStateStreamSettingsCascade >
FDynamicStateEdit (uint32 HandleId, double TimeFactor)
 
void Update (uint32 HandleId, const InDynamicState &Ds, double TimeFactor)
 

Constructor & Destructor Documentation

◆ FParticleSystemStateStreamCascade()

FParticleSystemStateStreamCascade::FParticleSystemStateStreamCascade ( FSceneInterface InScene)

The documentation for this class was generated from the following files: