UFXSystemComponent

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystemComponent.h

Include

#include "Particles/ParticleSystemComponent.h"

Syntax

class UFXSystemComponent : public UPrimitiveComponent

Constructors

Name Description

Public function

UFXSystemComponent

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Virtual Const

uint32

 

GetApproxMemoryUsage()

Returns an approximate memory usage value for this component.

Public function Virtual Const

UFXSystemAss ...

 

GetFXSystemAsset()

Get the referenced FXSystem asset.

Public function Virtual

void

 

ReleaseToPool()

Deactivates this system and releases it to the pool on completion.

Public function Virtual

void

 

SetActorParameter

(
    FName ParameterName,
    AActor * Param
)

Set a named actor instance parameter on this ParticleSystemComponent.

Public function Virtual

void

 

SetAutoAttachmentParameters

(
    USceneComponent * Parent,
    FName SocketName,
    EAttachmentRule LocationRule,
    EAttachmentRule RotationRule,
    EAttachmentRule ScaleRule
)

Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters.

Public function Virtual

void

 

SetBoolParameter

(
    FName ParameterName,
    bool Param
)

Change a named boolean parameter, ParticleSystemComponent converts to float.

Public function Virtual

void

 

SetColorParameter

(
    FName ParameterName,
    FLinearColor Param
)

Set a named color instance parameter on this ParticleSystemComponent.

Public function Virtual

void

 

SetEmitterEnable

(
    FName EmitterName,
    bool bNewEnableState
)

Enables/Disables a sub-emitter

Public function Virtual

void

 

SetFloatParameter

(
    FName ParameterName,
    float Param
)

Change a named float parameter

Public function Virtual

void

 

SetUseAutoManageAttachment

(
    bool bAutoManage
)

Sets whether we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed.

Public function Virtual

void

 

SetVectorParameter

(
    FName ParameterName,
    FVector Param
)

Set a named vector instance parameter on this ParticleSystemComponent.

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