UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UFXSystemComponent Class Reference

#include <ParticleSystemComponent.h>

+ Inheritance diagram for UFXSystemComponent:

Public Member Functions

virtual void SetBoolParameter (FName ParameterName, bool Param)
 
virtual void SetIntParameter (FName ParameterName, int Param)
 
virtual void SetFloatParameter (FName ParameterName, float Param)
 
virtual void SetVectorParameter (FName ParameterName, FVector Param)
 
virtual void SetColorParameter (FName ParameterName, FLinearColor Param)
 
virtual void SetActorParameter (FName ParameterName, class AActor *Param)
 
virtual UFXSystemAssetGetFXSystemAsset () const
 
virtual void SetEmitterEnable (FName EmitterName, bool bNewEnableState)
 
virtual void SetAutoAttachmentParameters (USceneComponent *Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule)
 
virtual void SetUseAutoManageAttachment (bool bAutoManage)
 
virtual void ReleaseToPool ()
 
virtual uint32 GetApproxMemoryUsage () const
 
virtual void ActivateSystem (bool bFlagAsJustAttached=false)
 
virtual void DeactivateImmediate ()
 

Static Public Member Functions

static ENGINE_API bool RequiresLWCTileRecache (const FVector3f CurrentTile, const FVector CurrentLocation)
 

Protected Member Functions

ENGINE_API void PrecacheAssetPSOs (UFXSystemAsset *FXSystemAsset)
 

Member Function Documentation

◆ ActivateSystem()

virtual void UFXSystemComponent::ActivateSystem ( bool  bFlagAsJustAttached = false)
inlinevirtual

◆ DeactivateImmediate()

virtual void UFXSystemComponent::DeactivateImmediate ( )
inlinevirtual

Forces component to deactivate immediately.

◆ GetApproxMemoryUsage()

virtual uint32 UFXSystemComponent::GetApproxMemoryUsage ( ) const
inlinevirtual

Returns an approximate memory usage value for this component.

◆ GetFXSystemAsset()

virtual UFXSystemAsset * UFXSystemComponent::GetFXSystemAsset ( ) const
inlinevirtual

Get the referenced FXSystem asset.

◆ PrecacheAssetPSOs()

void UFXSystemComponent::PrecacheAssetPSOs ( UFXSystemAsset FXSystemAsset)
protected

◆ ReleaseToPool()

virtual void UFXSystemComponent::ReleaseToPool ( )
inlinevirtual

Deactivates this system and releases it to the pool on completion. Usage of this PSC reference after this call is unsafe. You should clear out your references to it.

◆ RequiresLWCTileRecache()

bool UFXSystemComponent::RequiresLWCTileRecache ( const FVector3f  CurrentTile,
const FVector  CurrentLocation 
)
static

Returns true if we have crossed LWC tiles to the point that we may introduce artifacts.

◆ SetActorParameter()

virtual void UFXSystemComponent::SetActorParameter ( FName  ParameterName,
class AActor Param 
)
inlinevirtual

Set a named actor instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

◆ SetAutoAttachmentParameters()

virtual void UFXSystemComponent::SetAutoAttachmentParameters ( USceneComponent *  Parent,
FName  SocketName,
EAttachmentRule  LocationRule,
EAttachmentRule  RotationRule,
EAttachmentRule  ScaleRule 
)
inlinevirtual

Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters. Does not change bAutoManageAttachment; that must be set separately.

Parameters
ParentComponent to attach to.
SocketNameSocket on Parent to attach to.
LocationRuleOption for how we handle our location when we attach to Parent.
RotationRuleOption for how we handle our rotation when we attach to Parent.
ScaleRuleOption for how we handle our scale when we attach to Parent.
See also
bAutoManageAttachment, AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule

◆ SetBoolParameter()

virtual void UFXSystemComponent::SetBoolParameter ( FName  ParameterName,
bool  Param 
)
inlinevirtual

Change a named boolean parameter, ParticleSystemComponent converts to float.

◆ SetColorParameter()

virtual void UFXSystemComponent::SetColorParameter ( FName  ParameterName,
FLinearColor  Param 
)
inlinevirtual

Set a named color instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

◆ SetEmitterEnable()

virtual void UFXSystemComponent::SetEmitterEnable ( FName  EmitterName,
bool  bNewEnableState 
)
inlinevirtual

Enables / disables an emitter by halting spawning of new particles. You will still pay the cost of the emitter update.

Parameters
EmitterNameThe name of the emitter
bNewEnableStateThe value to set it to

◆ SetFloatParameter()

virtual void UFXSystemComponent::SetFloatParameter ( FName  ParameterName,
float  Param 
)
inlinevirtual

Change a named float parameter

◆ SetIntParameter()

virtual void UFXSystemComponent::SetIntParameter ( FName  ParameterName,
int  Param 
)
inlinevirtual

Change a named int parameter

◆ SetUseAutoManageAttachment()

virtual void UFXSystemComponent::SetUseAutoManageAttachment ( bool  bAutoManage)
inlinevirtual

Sets whether we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true.

See also
SetAutoAttachmentParameters()

◆ SetVectorParameter()

virtual void UFXSystemComponent::SetVectorParameter ( FName  ParameterName,
FVector  Param 
)
inlinevirtual

Set a named vector instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.


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