UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FFXSystemSpawnParameters Struct Reference

#include <ParticleSystemComponent.h>

Public Attributes

TObjectPtr< const UObjectWorldContextObject
 
TObjectPtr< UFXSystemAssetSystemTemplate
 
FVector Location = FVector::ZeroVector
 
FRotator Rotation = FRotator::ZeroRotator
 
FVector Scale = FVector(1.f)
 
TObjectPtr< USceneComponent > AttachToComponent
 
FName AttachPointName = NAME_None
 
TEnumAsByte< EAttachLocation::TypeLocationType = EAttachLocation::KeepWorldPosition
 
bool bAutoDestroy = true
 
bool bAutoActivate = true
 
EPSCPoolMethod PoolingMethod = EPSCPoolMethod::None
 
bool bPreCullCheck = true
 
bool bIsPlayerEffect = false
 

Detailed Description

Parameters controlling the spawning behavior of FX systems via the SpawnSystemAtLocation and SpawnSystemAttached.

Member Data Documentation

◆ AttachPointName

FName FFXSystemSpawnParameters::AttachPointName = NAME_None

◆ AttachToComponent

TObjectPtr<USceneComponent> FFXSystemSpawnParameters::AttachToComponent

◆ bAutoActivate

bool FFXSystemSpawnParameters::bAutoActivate = true

◆ bAutoDestroy

bool FFXSystemSpawnParameters::bAutoDestroy = true

◆ bIsPlayerEffect

bool FFXSystemSpawnParameters::bIsPlayerEffect = false

◆ bPreCullCheck

bool FFXSystemSpawnParameters::bPreCullCheck = true

◆ Location

FVector FFXSystemSpawnParameters::Location = FVector::ZeroVector

◆ LocationType

TEnumAsByte<EAttachLocation::Type> FFXSystemSpawnParameters::LocationType = EAttachLocation::KeepWorldPosition

◆ PoolingMethod

EPSCPoolMethod FFXSystemSpawnParameters::PoolingMethod = EPSCPoolMethod::None

◆ Rotation

FRotator FFXSystemSpawnParameters::Rotation = FRotator::ZeroRotator

◆ Scale

FVector FFXSystemSpawnParameters::Scale = FVector(1.f)

◆ SystemTemplate

TObjectPtr<UFXSystemAsset> FFXSystemSpawnParameters::SystemTemplate

◆ WorldContextObject

TObjectPtr<const UObject> FFXSystemSpawnParameters::WorldContextObject

The documentation for this struct was generated from the following file: