FNiagaraEventHandlerAddAction

Windows
MacOS
Linux

References

Module

CascadeToNiagaraConverter

Header

/Engine/Plugins/FX/CascadeToNiagaraConverter/Source/CascadeToNiagaraConverter/Public/NiagaraStackGraphUtilitiesAdapterLibrary.h

Include

#include "NiagaraStackGraphUtilitiesAdapterLibrary.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnly)
struct FNiagaraEventHandlerAddAction

Variables

Name Description

Public variable UProperty Category BlueprintReadWrite

FNiagaraAddEven...

 

AddEventGeneratorOptions

Public variable UProperty Category BlueprintReadWrite

bool

 

bRandomSpawnNumber

Whether using a random spawn number.

Public variable UProperty Category BlueprintReadWrite

EScriptExecutio...

 

ExecutionMode

Begin FNiagaraEventScriptProperties.

Public variable UProperty Category BlueprintReadWrite

int32

 

MaxEventsPerFrame

Controls how many events are consumed by this event handler.

Public variable UProperty Category BlueprintReadWrite

int32

 

MinSpawnNumber

The minimum spawn number when random spawn is used. Spawn Number is used as the maximum range.

Public variable UProperty Category BlueprintReadWrite

ENiagaraEventHa...

 

Mode

Public variable UProperty

FGuid

 

SourceEmitterID

Id of the Emitter Handle that generated the event.

Public variable UProperty Category BlueprintReadWrite

FName

 

SourceEventName

The name of the event generated.

Public variable UProperty Category BlueprintReadWrite

int32

 

SpawnNumber

Controls whether or not particles are spawned as a result of handling the event.

Constructors

Functions

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss