FFXSystemInterface

The interface to an effects system.

Windows
MacOS
Linux

Inheritance Hierarchy

FFXSystemInterface

NiagaraEmitterInstanceBatcher

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/FXSystem.h

Include

#include "FXSystem.h"

Syntax

class FFXSystemInterface

Remarks

The interface to an effects system.

Destructors

Name Description

Protected function Virtual

~FFXSystemInterface()

By making the destructor protected, an instance must be destroyed via FFXSystemInterface::Destroy.

Functions

Name Description

Public function

void

 

AddVectorField

(
    UVectorFieldComponent* VectorF...
)

Add a vector field to the FX system.

Public function Static

FFXSystemInt...

 

Create

(
    ERHIFeatureLevel::Type InFeatureLev...,
    EShaderPlatform InShaderPlatform
)

Create an effects system instance.

Public function Static

void

 

Destroy

(
    FFXSystemInterface* FXSystem
)

Destroy an effects system instance.

Public function Virtual

void

 

DestroyGPUSimulation()

Gamethread callback when destroy gets called, allows to clean up references.

Public function

void

 

DrawDebug

(
    FCanvas* Canvas
)

Draw desired debug information related to the effects system.

Public function Const

FGPUSortMana...

 

GetGPUSortManager()

Get the shared SortManager, used in the rendering loop to call FGPUSortManager::OnPreRender() and FGPUSortManager::OnPostRenderOpaque()

Public function Virtual

FFXSystemInt...

 

GetInterface

(
    const FName& InName
)

Return the interface bound to the given name.

Public function Const

bool

 

IsPendingKill()

Public function Virtual

void

 

OnDestroy()

Gamethread callback when destroy gets called, allows to clean up references.

Public function

void

 

PostInitViews

(
    FRHICommandListImmediate& RHICmdLi...,
    FRHIUniformBuffer* ViewUniform...,
    bool bAllowGPUParticleUpdate
)

Public function

void

 

PostRenderOpaque

(
    FRHICommandListImmediate& RHICmdLi...,
    FRHIUniformBuffer* ViewUniform...,
    const FShaderParametersMetadata...,
    FRHIUniformBuffer* SceneTextur...,
    bool bAllowGPUParticleUpdate
)

Notification from the renderer that opaque primitives have rendered.

Public function

void

 

PreInitViews

(
    FRHICommandListImmediate& RHICmdLi...,
    bool bAllowGPUParticleUpdate
)

Notification from the renderer that it is about to perform visibility checks on FX belonging to this system.

Public function

void

 

PreRender

(
    FRHICommandListImmediate& RHICmdLi...,
    const FGlobalDistanceFieldParameter...,
    bool bAllowGPUParticleSceneUpdate
)

Notification from the renderer that it is about to draw FX belonging to this system.

Public function Static

void

 

QueueDestroyGPUSimulation

(
    FFXSystemInterface* FXSystem
)

Queue Destroy the gpu simulation on the render thread

Public function Static

void

 

RegisterCustomFXSystem

(
    const FName& InterfaceName,
    const FCreateCustomFXSystemDelegate...
)

Register a custom FX system implementation.

Public function

void

 

RemoveVectorField

(
    UVectorFieldComponent* VectorF...
)

Remove a vector field from the FX system.

Public function Const

bool

 

RequiresEarlyViewUniformBuffer()

Public function

void

 

Resume()

Resume the FX system. Has no effect if the system was not suspended.

Public function

void

 

Suspend()

Suspend the FX system.

Public function

void

 

Tick

(
    float DeltaSeconds
)

Tick the effects system.

Public function Static

void

 

UnregisterCustomFXSystem

(
    const FName& InterfaceName
)

Unregister a custom FX system implementation.

Public function

void

 

UpdateVectorField

(
    UVectorFieldComponent* VectorF...
)

Update a vector field registered with the FX system.

Public function Const

bool

 

UsesDepthBuffer()

Public function Const

bool

 

UsesGlobalDistanceField()

Constants

Name

Description

CreateCustomFXDelegates

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