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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <WorldPSCPool.h>
Public Member Functions | |
| void | Cleanup () |
| UParticleSystemComponent * | Acquire (UWorld *World, UParticleSystem *Template, EPSCPoolMethod PoolingMethod) |
| void | Reclaim (UParticleSystemComponent *PSC, const float CurrentTimeSeconds) |
| void | KillUnusedComponents (float KillTime, UParticleSystem *Template) |
| int32 | NumComponents () |
Public Attributes | |
| TArray< FPSCPoolElem > | FreeElements |
| TArray< TWeakObjectPtr< UParticleSystemComponent > > | InUseComponents_Auto |
| TArray< TWeakObjectPtr< UParticleSystemComponent > > | InUseComponents_Manual |
| int32 | MaxUsed = 0 |
| UParticleSystemComponent * FPSCPool::Acquire | ( | UWorld * | World, |
| UParticleSystem * | Template, | ||
| EPSCPoolMethod | PoolingMethod | ||
| ) |
Gets a PSC from the pool ready for use.
| void FPSCPool::Cleanup | ( | ) |
| void FPSCPool::KillUnusedComponents | ( | float | KillTime, |
| UParticleSystem * | Template | ||
| ) |
Kills any components that have not been used since the passed KillTime.
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inline |
Returns a PSC to the pool.
| TArray<FPSCPoolElem> FPSCPool::FreeElements |
| TArray<TWeakObjectPtr<UParticleSystemComponent> > FPSCPool::InUseComponents_Auto |
| TArray<TWeakObjectPtr<UParticleSystemComponent> > FPSCPool::InUseComponents_Manual |
| int32 FPSCPool::MaxUsed = 0 |
Keeping track of max in flight systems to help inform any future pre-population we do.