[UPROPERTY](Programming/UnrealArchitecture/Reference/Properties)(EditAnywhere, Category="Scalability", DisplayName="Max Effect Type Instances",
Meta=(EditCondition="bCullMaxInstanceCount"))
int32 MaxInstances
Effects of this type will be culled when total active instances using this same EffectType exceeds this number. If the effect type has a significance handler, instances are sorted by their significance and only the N most significant will be kept. The rest are culled. If it does not have a significance handler, instance count culling will be applied at spawn time only. New FX that would exceed the counts are not spawned/activated.