FGameplayCueNotify_ParticleInfo

[FGameplayCueNotify_ParticleInfo](API\Plugins\GameplayAbilities\FGameplayCueNotify_ParticleInfo)

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References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h

Include

#include "GameplayCueNotifyTypes.h"

Syntax

USTRUCT(BlueprintType)
struct FGameplayCueNotify_ParticleInfo

Remarks

FGameplayCueNotify_ParticleInfo

Properties that specify how to play a particle effect.

Variables

Name Description

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

uint32: 1

 

bCastShadow

If enabled, this particle system will cast a shadow.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

uint32: 1

 

bOverridePlacementInfo

If enabled, use the placement info override and not the default one.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

uint32: 1

 

bOverrideSpawnCondition

If enabled, use the spawn condition override and not the default one.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

UNiagaraSystem ...

 

NiagaraSystem

Niagara FX system to spawn.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FGameplayCueNot...

 

PlacementInfoOverride

Defines how the particle system will be placed.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FGameplayCueNot...

 

SpawnConditionOverride

Condition to check before spawning the particle system.

Constructors

Functions

Name Description

Public function Const

bool

 

PlayParticleEffect

Public function Const

void

 

ValidateBurstAssets

(
    UObject* ContainingAsset,
    const FString& Context,
    TArray< FText >& ValidationErrors
)