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

#include <ParticleSystemManager.h>

Public Member Functions

 FPSCTickData ()
 

Public Attributes

TObjectPtr< UActorComponentPrereqComponent
 
int32 TickListHandle
 
TEnumAsByte< ETickingGroupTickGroup
 
uint8 bCanTickConcurrent: 1
 
uint8 bPendingUnregister: 1
 
uint8 bPendingReregister: 1
 

Detailed Description

All data relating to a particle system's ticking. Kept in a cache friendly package.

Constructor & Destructor Documentation

◆ FPSCTickData()

FPSCTickData::FPSCTickData ( )

Member Data Documentation

◆ bCanTickConcurrent

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.

◆ bPendingReregister

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.

◆ bPendingUnregister

uint8 FPSCTickData::bPendingUnregister

True if we've unregistered during this frame. Skips the tick this frame and will remove from the lists next frame.

◆ PrereqComponent

TObjectPtr<UActorComponent> FPSCTickData::PrereqComponent

In most cases, PSCs can just consider a single prerequisite if any. i.e. their attach parent.

◆ TickGroup

TEnumAsByte<ETickingGroup> FPSCTickData::TickGroup

◆ TickListHandle

int32 FPSCTickData::TickListHandle

Handle into a static tick list, if we're using static lists.


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