#include <ParticleSystemComponent.h>
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| virtual void | SetBoolParameter (FName ParameterName, bool Param) |
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| virtual void | SetIntParameter (FName ParameterName, int Param) |
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| virtual void | SetFloatParameter (FName ParameterName, float Param) |
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| virtual void | SetVectorParameter (FName ParameterName, FVector Param) |
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| virtual void | SetColorParameter (FName ParameterName, FLinearColor Param) |
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| virtual void | SetActorParameter (FName ParameterName, class AActor *Param) |
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| virtual UFXSystemAsset * | GetFXSystemAsset () const |
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| virtual void | SetEmitterEnable (FName EmitterName, bool bNewEnableState) |
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| virtual void | SetAutoAttachmentParameters (USceneComponent *Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule) |
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| virtual void | SetUseAutoManageAttachment (bool bAutoManage) |
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| virtual void | ReleaseToPool () |
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| virtual uint32 | GetApproxMemoryUsage () const |
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| virtual void | ActivateSystem (bool bFlagAsJustAttached=false) |
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| virtual void | DeactivateImmediate () |
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◆ ActivateSystem()
◆ DeactivateImmediate()
| virtual void UFXSystemComponent::DeactivateImmediate |
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inlinevirtual |
Forces component to deactivate immediately.
◆ GetApproxMemoryUsage()
| virtual uint32 UFXSystemComponent::GetApproxMemoryUsage |
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const |
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inlinevirtual |
Returns an approximate memory usage value for this component.
◆ GetFXSystemAsset()
Get the referenced FXSystem asset.
◆ PrecacheAssetPSOs()
◆ ReleaseToPool()
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 |
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const FVector3f |
CurrentTile, |
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const FVector |
CurrentLocation |
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) |
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static |
Returns true if we have crossed LWC tiles to the point that we may introduce artifacts.
◆ SetActorParameter()
Set a named actor instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.
◆ SetAutoAttachmentParameters()
Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters. Does not change bAutoManageAttachment; that must be set separately.
- Parameters
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| Parent | Component to attach to. |
| SocketName | Socket on Parent to attach to. |
| LocationRule | Option for how we handle our location when we attach to Parent. |
| RotationRule | Option for how we handle our rotation when we attach to Parent. |
| ScaleRule | Option for how we handle our scale when we attach to Parent. |
- See also
- bAutoManageAttachment, AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule
◆ SetBoolParameter()
Change a named boolean parameter, ParticleSystemComponent converts to float.
◆ SetColorParameter()
Set a named color instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.
◆ SetEmitterEnable()
Enables / disables an emitter by halting spawning of new particles. You will still pay the cost of the emitter update.
- Parameters
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| EmitterName | The name of the emitter |
| bNewEnableState | The value to set it to |
◆ SetFloatParameter()
Change a named float parameter
◆ SetIntParameter()
| virtual void UFXSystemComponent::SetIntParameter |
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FName |
ParameterName, |
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int |
Param |
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) |
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inlinevirtual |
Change a named int parameter
◆ SetUseAutoManageAttachment()
| virtual void UFXSystemComponent::SetUseAutoManageAttachment |
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bool |
bAutoManage | ) |
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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()
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: