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

#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< FPSCPoolElemFreeElements
 
TArray< TWeakObjectPtr< UParticleSystemComponent > > InUseComponents_Auto
 
TArray< TWeakObjectPtr< UParticleSystemComponent > > InUseComponents_Manual
 
int32 MaxUsed = 0
 

Member Function Documentation

◆ Acquire()

UParticleSystemComponent * FPSCPool::Acquire ( UWorld World,
UParticleSystem Template,
EPSCPoolMethod  PoolingMethod 
)

Gets a PSC from the pool ready for use.

◆ Cleanup()

void FPSCPool::Cleanup ( )

◆ KillUnusedComponents()

void FPSCPool::KillUnusedComponents ( float  KillTime,
UParticleSystem Template 
)

Kills any components that have not been used since the passed KillTime.

◆ NumComponents()

int32 FPSCPool::NumComponents ( )
inline

◆ Reclaim()

void FPSCPool::Reclaim ( UParticleSystemComponent *  PSC,
const float  CurrentTimeSeconds 
)

Returns a PSC to the pool.

Member Data Documentation

◆ FreeElements

TArray<FPSCPoolElem> FPSCPool::FreeElements

◆ InUseComponents_Auto

TArray<TWeakObjectPtr<UParticleSystemComponent> > FPSCPool::InUseComponents_Auto

◆ InUseComponents_Manual

TArray<TWeakObjectPtr<UParticleSystemComponent> > FPSCPool::InUseComponents_Manual

◆ MaxUsed

int32 FPSCPool::MaxUsed = 0

Keeping track of max in flight systems to help inform any future pre-population we do.


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