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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ParticleSystemManager.h>
Public Member Functions | |
| FPSCTickData () | |
Public Attributes | |
| TObjectPtr< UActorComponent > | PrereqComponent |
| int32 | TickListHandle |
| TEnumAsByte< ETickingGroup > | TickGroup |
| uint8 | bCanTickConcurrent: 1 |
| uint8 | bPendingUnregister: 1 |
| uint8 | bPendingReregister: 1 |
All data relating to a particle system's ticking. Kept in a cache friendly package.
| FPSCTickData::FPSCTickData | ( | ) |
| uint8 FPSCTickData::bCanTickConcurrent |
True if this PSC can have it's concurrent tick run on task threads. If not, everything is done on the GT.
| uint8 FPSCTickData::bPendingReregister |
True if we've been registered on the same frame we've just unregistered. These need to be immediately re-registered once they've been removed.
| uint8 FPSCTickData::bPendingUnregister |
True if we've unregistered during this frame. Skips the tick this frame and will remove from the lists next frame.
| TObjectPtr<UActorComponent> FPSCTickData::PrereqComponent |
In most cases, PSCs can just consider a single prerequisite if any. i.e. their attach parent.
| TEnumAsByte<ETickingGroup> FPSCTickData::TickGroup |
| int32 FPSCTickData::TickListHandle |
Handle into a static tick list, if we're using static lists.