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UPROPERTY(EditAnywhere, Category="Export GPU",
Meta=(EditCondition="GPUAllocationMode == ENDIExport_GPUAllocationMode::PerParticle", UIMin="0.0", ClampMin="0.0"))
float GPUAllocationPerParticleSize
Uses the emitter property particle count * this to determine the number of elements we reserve for write per frame. The console variable fx.Niagara.NDIExport.GPUMaxReadbackCount is used to cap the maximum. Once the limit is reached we ignore further writes.