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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystemComponent.h |
Include |
#include "Particles/ParticleSystemComponent.h" |
class UParticleSystemComponent : public UFXSystemComponent
A particle emitter.
Name | Description | ||
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float |
AccumLODDistanceCheckTime |
LOD updating... |
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float |
AccumTickTime |
Used to accumulate total tick time to determine whether system can be skipped ticking if not visible. |
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AutoAttachLocationRule |
Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. |
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TWeakObjectPtr<... |
AutoAttachParent |
Component we automatically attach to when activated, if bAutoManageAttachment is true. |
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AutoAttachRotationRule |
Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. |
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AutoAttachScaleRule |
Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. |
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AutoAttachSocketName |
Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. |
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uint8: 1 |
bAllowRecycling |
If true, this Particle System will be available for recycling after it has completed. |
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uint8: 1 |
bAutoAttachWeldSimulatedBodies |
Option for how we handle bWeldSimulatedBodies when we attach to the AutoAttachParent, if bAutoManageAttachment is true. |
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uint8: 1 |
bAutoDestroy |
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uint8: 1 |
bAutoManageAttachment |
True if we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed. |
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uint8: 1 |
bDeactivateTriggered |
If true, someone has requested this component deactivate. |
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uint8: 1 |
bForcedInActive |
This is set when any of our "don't tick me" timeout values have fired |
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uint8: 1 |
bForceLODUpdateFromRenderer |
If true, force an LOD update from the renderer. |
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uint8: 1 |
bHasBeenActivated |
This flag will be set the first time the PSysComp is activated... |
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uint8: 1 |
bIsManagingSignificance |
If this component is having it's significance managed by gameplay code. |
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uint8: 1 |
bIsViewRelevanceDirty |
If true, the ViewRelevanceFlags are dirty and should be recached |
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uint8: 1 |
bJustRegistered |
Indicates that the component has not been ticked since being registered. |
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bOldPositionValid |
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uint8: 1 |
bOverrideLODMethod |
Indicates that the component's LODMethod overrides the Template's |
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uint8: 1 |
bResetOnDetach |
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uint8: 1 |
bResetTriggered |
If true, someone has requested this component reset. |
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uint8: 1 |
bSkipUpdateDynamicDataDuringTick |
Flag indicating that dynamic updating of render data should NOT occur during Tick. |
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uint8: 1 |
bSuppressSpawning |
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uint8: 1 |
bUpdateOnDedicatedServer |
Whether to update the particle system on dedicated servers |
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TArray< struct ... |
BurstEvents |
The Burst events that occurred in this PSysComp. |
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uint8: 1 |
bWarmingUp |
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uint8: 1 |
bWasActive |
True if this was active before being unregistered or otherwise reset, if so reactivate it |
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uint8: 1 |
bWasCompleted |
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uint8: 1 |
bWasDeactivated |
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uint8: 1 |
bWasManagingSignificance |
If this component was previously having it's significance managed by gameplay code. |
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CachedViewRelevanceFlags |
The view relevance flags for each LODLevel. |
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TArray< struct ... |
CollisionEvents |
The Collision events that occurred in this PSysComp. |
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float |
CustomTimeDilation |
Scales DeltaTime in UParticleSystemComponent::Tick(...) |
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TArray< struct ... |
DeathEvents |
The Death events that occurred in this PSysComp. |
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EditorDetailMode |
Used for applying Cascade's detail mode setting to in-level particle systems |
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EditorLODLevel |
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float |
EmitterDelay |
This is created at start up and then added to each emitter |
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TArray< struct ... |
EmitterInstances |
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EmitterMaterials |
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FFXSystem * |
FXSystem |
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TArray< struct ... |
InstanceParameters |
Array holding name instance parameters for this ParticleSystemComponent. |
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TArray< struct ... |
KismetEvents |
The Kismet events that occurred for this PSysComp. |
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float |
LastSignificantTime |
Time in seconds since we were last considered significant. |
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TEnumAsByte< en... |
LODMethod |
The method of LOD level determination to utilize for this particle system |
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float |
MaxTimeBeforeForceUpdateTransform |
Time between forced UpdateTransforms for systems that use dynamically calculated bounds, Which is effectively how often the bounds are shrunk. |
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OldPosition |
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OnParticleBurst |
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FParticleCollis... |
OnParticleCollide |
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OnParticleDeath |
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OnParticleSpawn |
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OnSystemFinished |
Called when the particle system is done. |
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PartSysVelocity |
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PoolingMethod |
If this PSC is pooling. |
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RandomStream |
Stream of random values to use with this component |
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ReleaseResourcesFence |
Command fence used to shut down properly |
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ReplayClipIDNumber |
Clip ID number we're either playing back or capturing to, depending on the value of ReplayState. |
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ReplayClips |
Array of replay clips for this particle system component. |
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ReplayFrameIndex |
The current replay frame for playback |
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TEnumAsByte< en... |
ReplayState |
Current particle 'replay state'. |
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RequiredSignificance |
The significance this component requires of it's emitters for them to be enabled. |
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float |
SecondsBeforeInactive |
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive. |
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SkelMeshComponents |
The skeletal mesh components used with the socket location module. |
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TArray< struct ... |
SpawnEvents |
The Spawn events that occurred in this PSysComp. |
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TObjectPtr< cla... |
Template |
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float |
WarmupTickRate |
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float |
WarmupTime |
Name | Description | |
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UParticleSystemComponent ( |
Name | Description | ||
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AutoPopulateInstanceProperties() |
Auto-populate the instance parameters based on contained modules. |
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BeginTrails ( |
Begins all trail emitters in this component. |
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CanBeOccluded() |
True if this component can be occluded. |
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CanConsiderInvisible() |
True if this component can be considered invisible and potentially culled. |
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CanSkipTickDueToVisibility() |
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CanTickInAnyThread() |
Return true if this psys can tick in any thread |
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ClearDynamicData() |
Clears dynamic data on the rendering thread. |
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ClearParameter ( |
Clears the specified parameter, returning it to the default value set in the template |
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Complete() |
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ComputeCanTickInAnyThread() |
Decide if this psys can tick in any thread, and set bIsElligibleForAsyncTick |
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ComputeTickComponent_Concurrent() |
Possibly parallel phase of TickComponent |
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ConditionalCacheViewRelevanceFlags ( |
Cache the view-relevance for each emitter at each LOD level if needed. |
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FParticleDyn... |
CreateDynamicData ( |
Creates dynamic particle data for rendering the particle system this frame. |
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FDynamicEmit... |
CreateDynamicDataFromReplay ( |
Static: Supplied with a chunk of replay data, this method will create dynamic emitter data that can be used to render the particle system |
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UMaterialIns... |
CreateNamedDynamicMaterialInstance ( |
Creates a Dynamic Material Instance for the specified named material override, optionally from the supplied material. |
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DeactivaateNextTick() |
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DeactivateSystem() |
Deactivate the system |
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DetermineLODLevelForLocation ( |
This will determine which LOD to use based off the specific ParticleSystem passed in and the distance to where that PS is being displayed. |
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Editor_CanBeTickManaged() |
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EndTrails() |
Ends all trail emitters in this component. |
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FinalizeTickComponent() |
After the possibly parallel phase of TickComponent, we fire events, etc |
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UParticleSys... |
FindReplayClipForIDNumber ( |
Finds the replay clip of the specified ID number |
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ForceAsyncWorkCompletion ( |
If there is async work outstanding, force it to be completed now |
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ForceAsyncWorkCompletion ( |
If there is async work outstanding, force it to be completed now |
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ForceReset() |
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ForceUpdateBounds() |
Force the component to update its bounding box. |
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GenerateParticleEvent |
Record a kismet event. |
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GetActorParameter |
Retrieve the Actor parameter value for the given name. |
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GetAnyVectorParameter |
Retrieve the Vector parameter value for the given name...also looks for colors and floats and returns those |
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float |
GetApproxDistanceSquared ( |
Returns the approximate distance squared from this component to the passed location. |
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const FBoxSp... |
GetAsyncBounds() |
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const FTrans... |
GetAsyncComponentToWorld() |
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const TArray... |
GetAsyncInstanceParameters() |
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const FVecto... |
GetAsyncPartSysVelocity() |
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GetBeamEndPoint |
Get the beam end point |
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GetBeamSourcePoint |
Get the beam source point |
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GetBeamSourceStrength |
Get the beam source strength |
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GetBeamSourceTangent |
Get the beam source tangent |
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GetBeamTargetPoint |
Get the beam target point |
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GetBeamTargetStrength |
Get the beam target strength |
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GetBeamTargetTangent |
Get the beam target tangent |
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GetColorParameter ( |
Retrieve the Color parameter value for the given name. |
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GetCurrentDetailMode() |
Decide which detail mode should be applied to this particle system. |
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GetCurrentLODIndex() |
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GetFloatParameter ( |
Retrieve the Float parameter value for the given name. |
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GetLODLevel() |
Get the LOD level of the particle system |
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const FVecto... |
GetLWCTile() |
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GetManagerHandle() |
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FPSCTickData... |
GetManagerTickData() |
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GetMaterialParameter ( |
Retrieve the Material parameter value for the given name. |
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UMaterialInt... |
GetNamedMaterial ( |
Returns a named material. If this named material is not found, returns NULL. |
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GetNamedMaterialIndex ( |
Returns the index into the EmitterMaterials array for this named. |
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GetNameForMaterial ( |
Returns the name associated with the passed in material, returns NAME_None if it is not found |
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GetNumActiveParticles() |
Get the current number of active particles in this system |
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GetOwnedTrailEmitters ( |
Fills the passed array with all trail emitters associated with a particular object. |
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FParticlePer... |
GetPerfStatsContext() |
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const TArray... |
GetPlayerLocations() |
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const TArray... |
GetPlayerLODDistanceFactor() |
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GetVectorParameter |
Retrieve the Vector parameter value for the given name. |
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FParticleSys... |
GetWorldManager() |
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HasCompleted() |
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InitializeSystem() |
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InitParticles() |
If particles have not already been initialised (ie. EmitterInstances created) do it now. |
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IsPendingManagerAdd() |
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IsPendingManagerRemove() |
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IsTickManaged() |
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KillParticlesForced() |
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MarshalParamsForAsyncTick() |
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OnSignificanceChanged |
When the overall significance for the component is changed. |
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OrientZAxisTowardCamera() |
Orients the Z axis of the ParticleSystemComponent toward the camera while preserving the X axis direction |
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ParticleLineCheck ( |
Collision Handling... |
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ReportEventBurst ( |
Record a bursting event. |
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ReportEventCollision ( |
Record a collision event. |
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ReportEventDeath ( |
Record a death event. |
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ReportEventSpawn ( |
Event reporting... Record a spawning event. |
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ResetBurstLists() |
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ResetNextTick() |
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ResetParticles ( |
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ResetToDefaults() |
Stops the emitter, unregisters the component, and resets the component's properties to the values of its template |
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RewindEmitterInstances() |
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SetAutoAttachParams ( |
DEPRECATED: Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType to the specified parameters. |
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SetBeamEndPoint |
Beam-related script functions. Set the beam end point |
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SetBeamSourcePoint |
Set the beam source point |
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SetBeamSourceStrength |
Set the beam source strength |
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SetBeamSourceTangent |
Set the beam source tangent |
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SetBeamTargetPoint |
Set the beam target point |
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SetBeamTargetStrength |
Set the beam target strength |
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SetBeamTargetTangent |
Set the beam target tangent |
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SetFloatRandParameter ( |
Set a named random float instance parameter on this ParticleSystemComponent. |
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SetLODLevel ( |
Set the LOD level of the particle system |
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SetManagerHandle ( |
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SetManagingSignificance ( |
Called from game code when the component begins having it's significance managed. |
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SetMaterialParameter ( |
Set a named material instance parameter on this ParticleSystemComponent. |
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SetPendingManagerAdd ( |
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SetPendingManagerRemove ( |
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SetRequiredSignificance ( |
Called from game code when the significance required for a component changes. |
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SetTemplate ( |
Change the ParticleSystem used by this ParticleSystemComponent |
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SetTrailSourceData ( |
Sets the defining data for all trails in this component. |
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SetVectorRandParameter |
Set a named random vector instance parameter on this ParticleSystemComponent. |
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SetVectorUnitRandParameter |
Set a named random unit vector instance parameter on this ParticleSystemComponent. |
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ShouldBeTickManaged() |
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ShouldManageSignificance() |
Whether this component should have it's significance managed by game code. |
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UpdateDynamicData() |
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UpdateInstances ( |
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UpdateLODInformation() |
Name | Description | ||
---|---|---|---|
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ActivateSystem ( |
Activate the system |
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DeactivateImmediate() |
Forces component to deactivate immediately. |
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GetApproxMemoryUsage() |
Returns an approximate memory usage value for this component. |
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UFXSystemAss... |
GetFXSystemAsset() |
Get the referenced FXSystem asset. |
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ReleaseToPool() |
Deactivates this system and releases it to the pool on completion. |
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SetActorParameter |
Set a named actor instance parameter on this ParticleSystemComponent. |
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SetAutoAttachmentParameters ( |
Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters. |
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SetBoolParameter |
Set a named float instance parameter on this ParticleSystemComponent. |
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SetColorParameter ( |
Set a named color instance parameter on this ParticleSystemComponent. |
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SetEmitterEnable |
Enables/Disables a sub-emitter |
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SetFloatParameter ( |
Change a named float parameter |
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SetIntParameter ( |
Set a named float instance parameter on this ParticleSystemComponent. |
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SetUseAutoManageAttachment ( |
Sets whether we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed. |
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SetVectorParameter |
Set a named vector instance parameter on this ParticleSystemComponent. |
Name | Description | ||
---|---|---|---|
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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FBodyInstanc... |
GetBodyInstance |
Returns BodyInstance of the component. |
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UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
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GetNumMaterials() |
Return number of material elements in this primitive |
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GetStreamingRenderAssetInfo ( |
Enumerates the streaming textures/meshes used by the primitive. |
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GetUsedMaterials ( |
Retrieves the materials used in this component |
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SetMaterial ( |
Changes the material applied to an element of the mesh. |
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SetMaterialByName ( |
Changes the material applied to an element of the mesh. |
Name | Description | ||
---|---|---|---|
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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GetMaterialPropertyPath |
Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials |
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OnAttachmentChanged() |
Called when AttachParent changes, to allow the scene to update its attachment state. |
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OnChildAttached ( |
Called after a child scene component is attached to this component. |
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OnChildDetached ( |
Called after a child scene component is detached from this component. |
Name | Description | ||
---|---|---|---|
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Activate ( |
Activates the SceneComponent, should be overridden by native child classes. |
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UObject cons... |
AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable |
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ApplyWorldOffset |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location |
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CheckForErrors() |
Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. |
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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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Deactivate() |
Deactivates the SceneComponent. |
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DestroyRenderState_Concurrent() |
Used to shut down any rendering thread structure for this component |
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IsComponentTickEnabled() |
Returns whether this component has tick enabled or not |
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IsReadyForOwnerToAutoDestroy() |
Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished |
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OnEndOfFrameUpdateDuringTick() |
Allows components to handle an EOF update happening mid tick. |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnUnregister() |
Called when a component is unregistered. |
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SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread |
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SendRenderTransform_Concurrent() |
Called to send a transform update for this component to the rendering thread |
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SetComponentTickEnabled ( |
Set this component's tick functions to be enabled or disabled. |
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ShouldActivate() |
Return true if this component is in a state where it can be activated normally. |
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TickComponent ( |
Function called every frame on this ActorComponent. |
Name | Description | ||
---|---|---|---|
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BeginDestroy() |
Called before destroying the object. |
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FinishDestroy() |
Called to finish destroying the object. |
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GetDetailedInfoInternal() |
This function actually does the work for the GetDetailedInfo() and is virtual. |
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GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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PostEditChangeChainProperty ( |
This alternate version of PostEditChange is called when properties inside structs are modified. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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EForceAsyncWorkCompletion |
Name |
Description |
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TrailEmitterArray |
Array of trail emitters. |
Name |
Description |
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OnSystemPreActivationChange |
Static delegate called for all systems on an activation change. |
Name | Description | ||
---|---|---|---|
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TEnumAsByte< EA... |
AutoAttachLocationType_DEPRECATED |
DEPRECATED: Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. |