description:
Helper function used by the editor to auto-generate LOD values from a source module and a percentage value used to scale its values.
true if successful false if failed

code: virtual bool GenerateLODModuleValues ( [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * SourceModule, float Percentage, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel )


description:
Retrieve the estimated spawn rate for this module... Used in estimating the number of particles that could be used.
float The maximum spawn rate

module: Engine

code: virtual float GetEstimatedSpawnRate()


description:
Retrieve the maximum spawn rate for this module... Used in estimating the number of particles that could be used.
float The maximum spawn rate

code: virtual float GetMaximumSpawnRate()


description:
Retrieve the maximum number of particles this module could burst. Used in estimating the number of particles that could be used.
int32 The maximum burst count

code: virtual int32 GetMaximumBurstCount()


description:
Retrieve the spawn amount this module is contributing. Note that if multiple Spawn-specific modules are present, if any one of them ignores the SpawnRate processing it will be ignored.
bool false if the SpawnRate should be ignored. true if the SpawnRate should still be processed.

code: virtual bool GetSpawnAmount ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float OldLeftover, float DeltaTime, int32 & Number, float & Rate )


description: Initializes the default values for this property

code: void InitializeDefaults()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: UParticleModuleSpawn ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


className: UParticleModuleSpawn

code: class UParticleModuleSpawn : public [UParticleModuleSpawnBase](API\Runtime\Engine\Particles\Spawn\UParticleModuleSpawnBase)

bApplyGlobalSpawnRateScale

type: uint32:  1

description: If true, the SpawnRate will be scaled by the global CVar r.EmitterSpawnRateScale

BurstList

type: TArray<FPartic...

description: The array of burst entries.

BurstScale

type: FRawDistributio...

description: Scale all burst entries by this amount.

ParticleBurstMethod

type: TEnumAsByte< EP...

description: The method to utilize when burst-emitting particles.

Rate

description: The rate at which to spawn particles.

RateScale

description: The scalar to apply to the rate.


description:
Retrieve the burst count this module is contributing. Note that if multiple Spawn-specific modules are present, if any one of them ignores the default BurstList, it will be ignored.
bool false if the default BurstList should be ignored. true if the default BurstList should still be processed.

code: virtual bool GetBurstCount ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float OldLeftover, float DeltaTime, int32 & Number )


description:
Retrieve the ModuleType of this module.
EModuleType The type of module this is.

code: virtual EModuleType GetModuleType() const


code: UParticleModuleSpawnBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleSpawnBase

code: class UParticleModuleSpawnBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)

bProcessBurstList

type: uint32: 1

description: If true, the BurstList of the SpawnModule of the emitter will be processed.

bProcessSpawnRate

description: If true, the SpawnRate of the SpawnModule of the emitter will be processed.


description: Called once to compile the effects of this module on runtime simulation.

code: virtual void CompileModule ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterInfo )


description:
Returns the number of bytes the module requires in the emitters 'per-instance' data block.
uint32 The number of bytes the module needs per emitter instance.


code: UParticleModuleSpawnPerUnit ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleSpawnPerUnit

code: class UParticleModuleSpawnPerUnit : public [UParticleModuleSpawnBase](API\Runtime\Engine\Particles\Spawn\UParticleModuleSpawnBase)

bIgnoreMovementAlongX

type: uint8:  1

description: If true, ignore the X-component of the movement

bIgnoreMovementAlongY

description: If true, ignore the Y-component of the movement

bIgnoreMovementAlongZ

description: If true, ignore the Z-component of the movement

bIgnoreSpawnRateWhenMoving

description: If true, process the default spawn rate when not moving...

MaxFrameDistance

type: float

description: The maximum valid movement for a single frame.

MovementTolerance

description: The tolerance for moving vs.

SpawnPerUnit

description: The amount to spawn per meter distribution. The value is retrieved using the EmitterTime.

UnitScalar

description: The scalar to apply to the distance traveled.


description:
Determine the current image index to use...
float The image index with interpolation amount as the fractional portion.

code: virtual float DetermineImageIndex ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * Particle, EParticleSubUVInterpMethod InterpMethod, [FFullSubUVPayload](API\Runtime\Engine\FFullSubUVPayload) & SubUVPayload, float DeltaTime )


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Returns true if the module is valid for the provided LOD level.

code: virtual bool IsValidForLODLevel ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel, [FString](API\Runtime\Core\Containers\FString) & OutErrorString )


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


code: UParticleModuleSubUV ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleSubUV

code: class UParticleModuleSubUV : public [UParticleModuleSubUVBase](API\Runtime\Engine\Particles\SubUV\UParticleModuleSubUVBase)

Animation

type: TObjectPtr<USu...

description: SubUV animation asset to use.

bUseRealTime

type: uint8: 1

description: If true, userealtime when updating the image index.

SubImageIndex

description: The index of the sub-image that should be used for the particle.


code: UParticleModuleSubUVBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleSubUVBase

code: class UParticleModuleSubUVBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


description: Fill an array with each Object property that fulfills theFCurveEdInterfaceinterface.

code: virtual void GetCurveObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [FParticleCurvePair](API\Runtime\Engine\Particles\FParticleCurvePair) > & OutCurves )


description: Called when the module is created, this function allows for setting values that make sense for the type of emitter they are being used in.

code: virtual void SetToSensibleDefaults ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Owner )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Initializes the default values for this property

code: void InitializeDefaults()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


code: UParticleModuleSubUVMovie ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleSubUVMovie

code: class UParticleModuleSubUVMovie : public [UParticleModuleSubUV](API\Runtime\Engine\Particles\SubUV\UParticleModuleSubUV)

bUseEmitterTime

description: If true, use the emitter time to look up the frame rate.

FrameRate

description: The frame rate the SubUV images should be 'flipped' thru at.

StartingFrame

description: The starting image index for the SubUV (1 = the first frame).


className: SubUVAnimationCookStats

code: class SubUVAnimationCookStats


className: Value

code: enum &123; Value = true &125;


description: Return false if this emitter requires a game thread tick

code: virtual bool CanTickInAnyThread()


className: TIsPODType< FParticleSysParam >

code: template<> struct TIsPODType< FParticleSysParam >


description:
Retrieve the ModuleType of this module.
EModuleType The type of module this is.

code: virtual EModuleType GetModuleType() const


className: UParticleModuleTrailBase

description: ParticleModuleTrailBase Provides the base class for Trail emitter modules

code: class UParticleModuleTrailBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


code: UParticleModuleTrailBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Retrieve the ParticleSysParams associated with this module.

code: virtual void GetParticleSysParamsUtilized ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ParticleSysParamList )


description: Helper function used by the editor to auto-populate a placedAEmitterwith any instance parameters that are utilized.

code: virtual void AutoPopulateInstanceProperties ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSysComp )


code: UParticleModuleTrailSource ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Retrieve the SourceOffset for the given trail index. Currently, this is only intended for use by Ribbon emitters
bool true if successful, false if not (including no offset)

code: bool ResolveSourceOffset ( int32 InTrailIdx, [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * InEmitterInst, FVector & OutSourceOffset )


className: UParticleModuleTrailSource

code: class UParticleModuleTrailSource : public [UParticleModuleTrailBase](API\Runtime\Engine\Particles\Trail\UParticleModuleTrailBase)

bInheritRotation

description: Interhit particle rotation - only valid for SourceMethod of PET2SRCM_Particle.

bLockSourceStength

description: Whether to lock the source to the life of the particle.

SelectionMethod

type: TEnumAsByte< en...

description: Particle selection method, when using the SourceMethod of Particle.

SourceMethod

description: The source method for the trail.

SourceName

type: FName

description: The name of the source - either the emitter or Actor.

SourceOffsetCount

description: SourceOffsetCount The number of source offsets that can be expected to be found on the instance.

SourceOffsetDefaults

type: TArray< FVector...

description: Default offsets from the source(s).

SourceStrength

description: The strength of the tangent from the source point for each Trail.


className: WithCopy

code: enum &123; WithCopy = false &125;


code: template<> struct TStructOpsTypeTraits< FParticleSystemWorldManagerTickFunction > : public [TStructOpsTypeTraitsBase2< FParticleSystemWorldManagerTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: FBeamTargetData

description: Beam Multi-target Variables.

code: struct FBeamTargetData

TargetName

description: Name of the target.

TargetPercentage

description: Percentage chance the target will be selected (100 = always).


className: FGPUSpriteEmitterInfo

description: The data needed by the runtime to simulate sprites.

code: struct FGPUSpriteEmitterInfo

bEnableCollision

description: If true, collisions are enabled for this emitter.

bRemoveHMDRoll

description: If true, removes the HMD view roll (e.g. in VR)

bUseVelocityForMotionBlur

description: If true, use velocity to approximate motion blur

CollisionMode

type: TEnumAsByte<EP...

ConstantAcceleration

type: FVector

description: Constant acceleration to apply to particles.

DragCoefficient

type: FFloatDistribut...

description: Per-particle drag coefficient.

DynamicAlpha

description: Dynamic alpha scale from the ColorOverLife module.

DynamicAlphaScale

description: Dynamic alpha scale from the ColorScaleOverLife module.

DynamicColor

description: Dynamic color scale from the ColorOverLife module.

DynamicColorScale

description: Dynamic color scale from the ColorScaleOverLife module.

InvMaxSize

description: One over the maximum size of a sprite particle.

InvRotationRateScale

description: The inverse scale to apply to rotation rate.

LocalVectorField

type: FGPUSpriteLocal...

description: Local vector field info.

LockAxisFlag

description: The method for locking the particles to a particular axis.

MaxFacingCameraBlendDistance

description: The distance at which PSA_FacingCameraDistanceBlend is fully PSA_FacingCameraPosition

MaxLifetime

description: The maximum lifetime of particles in this emitter.

MaxParticleCount

description: The maximum number of particles expected for this emitter.

MinFacingCameraBlendDistance

description: The distance at which PSA_FacingCameraDistanceBlend is fully PSA_Square

OrbitOffsetBase

description: Amount by which to offset particles when they are spawned.

PointAttractorPosition

description: Point attractor position.

PointAttractorRadiusSq

description: Point attractor radius, squared.

PointAttractorStrength

description: Point attractor strength over time.

RequiredModule

type: TObjectPtr< cla...

description: The required module. Needed for now, but should be divorced from the runtime.

Resilience

description: Damping factor applied to particle collisions.

Resources

type: FGPUSpriteResou...

description: Pointer to runtime resources.

ScreenAlignment

description: The method for aligning the particle based on the camera.

SpawnModule

description: The spawn module. Needed for now, but should be divorced from the runtime.

SpawnModules

type: TArray<TObject...

description: List of spawn modules that must be evaluated at runtime.

SpawnPerUnitModule

description: The spawn-per-unit module.

VectorFieldScale

description: Per-particle vector field scale.


className: FGPUSpriteLocalVectorFieldInfo

description: Data needed for local vector fields.

code: struct FGPUSpriteLocalVectorFieldInfo

bIgnoreComponentTransform

description: Ignore Components Transform

bTileX

description: Tile vector field in x axis?

bTileY

description: Tile vector field in y axis?

bTileZ

description: Tile vector field in z axis?

bUseFixDT

description: Use fix delta time in the simulation?

Field

description: Local vector field to apply to this emitter.

Intensity

description: Local vector field intensity.

MaxInitialRotation

type: FRotator

description: Maximum initial rotation.

MinInitialRotation

description: Minimum initial rotation.

RotationRate

description: Local vector field rotation rate.

Tightness

description: Local vector field tightness.

Transform

type: FTransform

description: Local vector field transform.


className: FGPUSpriteResourceData

description: The source data for runtime resources.

code: struct FGPUSpriteResourceData

bRemoveHMDRoll

type: uint32: 1

description: If true, removes the HMD view roll (e.g. in VR)

bUseVelocityForMotionBlur

description: If true, use velocity to approximate motion blur

CameraMotionBlurAmount

description: How much to stretch sprites based on camera motion blur.

CollisionRadiusBias

description: Bias to apply to per-particle size for collision.

CollisionRadiusScale

description: Scale to apply to per-particle size for collision.

CollisionRandomDistribution

description: Control on reflection's random distribution when colliding. (1=uniform distribution)

CollisionRandomSpread

description: Control on reflection's random distribution spread.

CollisionTimeBias

description: Bias applied to relative time upon collision.

ColorScale

description: Scale and bias to be applied to the color of sprites.

ConstantAcceleration

description: Constant acceleration to apply to particles.

DragCoefficientBias

description: Bias to apply to per-particle drag coefficient.

DragCoefficientScale

description: Scale to apply to per-particle drag coefficient.

GlobalVectorFieldScale

description: Scale to apply to global vector fields.

GlobalVectorFieldTightness

description: Tightness override value for the global vector fields.

MiscScale

description: Scale and bias to be applied to the misc curve.

OneMinusFriction

description: One minus the coefficient of friction applied to particles upon collision.

OrbitFrequencyBase

description: Frequency at which the particle orbits around each axis.

OrbitOffsetBase

description: Offset at which to orbit.

OrbitPhaseBase

description: Phase offset of orbit around each axis.

PerParticleVectorFieldBias

description: Bias to apply to per-particle vector field scale.

PerParticleVectorFieldScale

description: Scale to apply to per-particle vector field scale.

PivotOffset

description: Pivot offset in UV space for placing the verts of each particle.

QuantizedColorSamples

type: TArray<FColor...

description: Quantized color samples.

QuantizedMiscSamples

description: Quantized samples for misc curve attributes to be evaluated at runtime.

QuantizedSimulationAttrSamples

description: Quantized samples for simulation attributes.

ResilienceBias

description: Bias to apply to per-particle damping factor.

ResilienceScale

description: Scale to apply to per-particle damping factor.

RotationRateScale

description: Scale to apply to per-particle rotation rate.

ScreenAlignment

description: Screen alignment for particles.

SimulationAttrCurveScale

description: Scale and bias to be applied to the simulation attribute curves.

SizeBySpeed

description: SizeBySpeed parameters. XY=SpeedScale ZW=MaxSpeedScale.

SubImageSize

description: Size of subimages. X:SubImageCountH Y:SubImageCountV Z:1/SubImageCountH W:1/SubImageCountV


code: virtual void CollectPSOPrecacheData ( const [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter, [FPSOPrecacheParams](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase\FPSOPrecachePara-) & OutParams )


code: virtual [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * CreateInstance ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InEmitterParent, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


code: virtual EPrimitiveType GetPrimitiveType() const


code: virtual const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetVertexFactoryType() const


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


code: UParticleModuleTypeDataAnimTrail ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleTypeDataAnimTrail

code: class UParticleModuleTypeDataAnimTrail : public [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase)

bDeadTrailsOnDeactivate

description: General Trail Variables.

bEnablePreviousTangentRecalculation

description: If true, recalculate the previous tangent when a new particle is spawned

bTangentRecalculationEveryFrame

description: If true, recalculate tangents every frame to allow velocity/acceleration to be applied

DistanceTessellationStepSize

type: float

description: The distance step size for tessellation.

TangentTessellationStepSize

description: The tangent scalar for tessellation.

TilingDistance

description: The (estimated) covered distance to tile the 2nd UV set at.

WidthTessellationStepSize

description: The width step size for tessellation.


description: Build any resources required for simulating the emitter.

code: virtual void Build ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterBuildInfo )


description: Cache any desired module pointers inside this type data

code: virtual void CacheModuleInfo ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter )


className: FPSOPrecacheParams

description: Collect all the data required for PSO precaching

code: struct FPSOPrecacheParams

PrimitiveType

type: EPrimitiveType

VertexFactoryDataList

type: FPSOPrecacheVer...


description:
Retrieve the ModuleType of this module.
EModuleType The type of module this is.

code: virtual EModuleType GetModuleType() const


code: virtual bool IsAMeshEmitter() const


description: Determine if motion blur is enabled for the owning emitter.

code: virtual bool IsMotionBlurEnabled() const


description: Return whether the type data module requires a build step.

code: virtual bool RequiresBuild() const


code: virtual bool SupportsSpecificScreenAlignmentFlags() const


code: virtual bool SupportsSubUV() const


code: UParticleModuleTypeDataBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleTypeDataBase

code: class UParticleModuleTypeDataBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


description:
Add all curve-editable Objects within this module to the curve editor.
true, if new curves were added to the graph, otherwise they were already present

code: virtual bool AddModuleCurvesToEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup, [TArray](API\Runtime\Core\Containers\TArray)< const [FCurveEdEntry](API\Runtime\Engine\Engine\FCurveEdEntry) * > & OutCurveEntries )


description: Return false if this emitter requires a game thread tick

code: virtual bool CanTickInAnyThread()


code: virtual void CollectPSOPrecacheData ( const [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter, [FPSOPrecacheParams](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase\FPSOPrecachePara-) & OutParams )


code: virtual [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * CreateInstance ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InEmitterParent, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


description: GetDataPointerOffsets Retrieves the offsets to the data stored in the particle payload.

code: virtual void GetDataPointerOffsets ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const uint8 * ParticleBase, int32 & CurrentOffset, int32 & BeamDataOffset, int32 & InterpolatedPointsOffset, int32 & NoiseRateOffset, int32 & NoiseDeltaTimeOffset, int32 & TargetNoisePointsOffset, int32 & NextNoisePointsOffset, int32 & TaperCount, int32 & TaperValuesOffset, int32 & NoiseDistanceScaleOffset )


description: GetDataPointers Retrieves the data pointers stored in the particle payload.

code: virtual void GetDataPointers ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const uint8 * ParticleBase, int32 & CurrentOffset, [FBeam2TypeDataPayload](API\Runtime\Engine\FBeam2TypeDataPayload) *& BeamData, FVector *& InterpolatedPoints, float *& NoiseRate, float *& NoiseDeltaTime, FVector *& TargetNoisePoints, FVector *& NextNoisePoints, float *& TaperValues, float *& NoiseDistanceScale, [FBeamParticleModifierPayloadData](API\Runtime\Engine\FBeamParticleModifierPayloadData) *& SourceModifier, [FBeamParticleModifierPayloadData](API\Runtime\Engine\FBeamParticleModifierPayloadData) *& TargetModifier )


description: GetNoiseRange Retrieves the range of noise

code: void GetNoiseRange ( FVector & NoiseMin, FVector & NoiseMax )


code: virtual EPrimitiveType GetPrimitiveType() const


code: virtual const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetVertexFactoryType() const


description: Initializes the default values for this property

code: void InitializeDefaults()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


code: UParticleModuleTypeDataBeam2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UParticleModuleTypeDataBeam2 : public [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase)

bAlwaysOn

description: If true, there will ALWAYS be a beam...

BeamMethod

type: TEnumAsByte< en...

description: General Beam Variables.

BranchParentName

description: Beam Branching Variables.

Distance

type: FRawDistributio...

description: Beam Distance Variables.

InterpolationPoints

description: Indicates whether the beam should be interpolated.

type: TArray<UPartic...

MaxBeamCount

description: The number of live beams

RenderGeometry

description: Beam Rendering Variables.

Sheets

description: The number of sheets to render

Speed

description: The speed at which the beam should move from source to target when firing up.

TaperFactor

description: Tapering factor, 0 = source of beam, 1 = target

TaperScale

description: Tapering scaling This is intended to be either a constant, uniform or a ParticleParam.

TextureTile

description: The number of times to tile the texture along each beam.

TextureTileDistance

description: The distance per texture tile. 1st UV set only. 2nd UV set does not Tile.

UpVectorStepSize

description: The approach to use for determining the Up vector(s) for the beam.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Build any resources required for simulating the emitter.

code: virtual void Build ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterBuildInfo )


code: virtual void CollectPSOPrecacheData ( const [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter, [FPSOPrecacheParams](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase\FPSOPrecachePara-) & OutParams )


code: virtual [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * CreateInstance ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InEmitterParent, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: UParticleModuleTypeDataGpu ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Return whether the type data module requires a build step.

code: virtual bool RequiresBuild() const


className: UParticleModuleTypeDataGpu

code: class UParticleModuleTypeDataGpu : public [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase)

bClearExistingParticlesOnInit

description: When true, all existing partilces are cleared when the emitter is initialized.

CameraMotionBlurAmount

description: TEMP: How much to stretch sprites based on camera motion blur.

EmitterInfo

type: FGPUSpriteEmitt...

description: Information for runtime simulation.

ResourceData

description: Data used to initialize runtime resources.


code: static int32 GetCurrentDetailMode()


code: virtual const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetVertexFactoryType() const


code: virtual bool IsAMeshEmitter() const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Determine if motion blur is enabled for the owning emitter.

code: virtual bool IsMotionBlurEnabled() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Called when the module is created, this function allows for setting values that make sense for the type of emitter they are being used in.

code: virtual void SetToSensibleDefaults ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Owner )


code: virtual bool SupportsSubUV() const


code: virtual bool SupportsSpecificScreenAlignmentFlags() const


code: UParticleModuleTypeDataMesh ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleTypeDataMesh

code: class UParticleModuleTypeDataMesh : public [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase)

AxisLockOption

type: TEnumAsByte< EP...

description: The axis to lock the mesh on.

bApplyParticleRotationAsSpin

type: uint8:  1

description: If true, apply 'sprite' particle rotation about the orientation axis (direction mesh is pointing).

bCameraFacing

type: uint8: 1

description: If true, then point the X-axis of the mesh towards the camera.

bCollisionsConsiderPartilceSize

description: If true, all collisions for mesh particle on this emitter will take the particle size into account.

bFaceCameraDirectionRatherThanPosition

description: If true, all camera facing options will point the mesh against the camera's view direction rather than pointing at the cameras location.

bOverrideMaterial

description: If true, use the emitter material when rendering rather than the one applied to the static mesh model.

bUseStaticMeshLODs

description: Use the static mesh's LOD setup and switch LODs based on largest particle's screen size

CameraFacingOption

description: The camera facing option to use: All camera facing options without locked axis assume X-axis will be facing the camera.

CastShadows

description: If true, has the meshes cast shadows

DoCollisions

description: UNUSED (the collision module dictates doing collisions)

Mesh

type: TObjectPtr<USt...

description: The static mesh to render at the particle positions

MeshAlignment

description: The alignment to use on the meshes emitted.

RandomStream

type: FRandomStream

description: Random stream for the initial rotation distribution

RollPitchYawRange

description: The 'pre' rotation pitch (in degrees) to apply to the static mesh used.


code: virtual void CollectPSOPrecacheData ( const [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter, [FPSOPrecacheParams](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase\FPSOPrecachePara-) & OutParams )


code: virtual [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * CreateInstance ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InEmitterParent, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


code: virtual EPrimitiveType GetPrimitiveType() const


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


code: UParticleModuleTypeDataRibbon ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleTypeDataRibbon

code: class UParticleModuleTypeDataRibbon : public [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase)

bClipSourceSegement

description: If true, do not join the trail to the source position

bDeadTrailsOnDeactivate

description: If true, when the system is deactivated, mark trails as dead.

bDeadTrailsOnSourceLoss

description: If true, when the source of a trail is 'lost' (ie, the source particle dies), mark the current trail as dead.

bEnablePreviousTangentRecalculation

description: If true, recalculate the previous tangent when a new particle is spawned

bEnableTangentDiffInterpScale

description: If this flag is enabled, the system will scale the number of interpolated vertices based on the difference in the tangents of neighboring particles.

bRenderGeometry

description: Trail Rendering Variables.If true, render the trail geometry (this should typically be on)

bRenderSpawnPoints

description: If true, render stars at each spawned particle point along the trail

bRenderTangents

description: If true, render a line showing the tangent at each spawned particle point along the trail

bRenderTessellation

description: If true, render the tessellated path between spawned particles

bSpawnInitialParticle

description: If true, ribbon will spawn a particle when it first starts moving

bTangentRecalculationEveryFrame

description: If true, recalculate tangents every frame to allow velocity/acceleration to be applied

DistanceTessellationStepSize

description: The distance step size for tessellation.

MaxParticleInTrailCount

description: Max particles per trail

MaxTessellationBetweenParticles

description: General Trail Variables.

MaxTrailCount

description: The number of live trails

RenderAxis

description: The 'render' axis for the trail (what axis the trail is stretched out on) Trails_CameraUp - Traditional camera-facing trail.

SheetsPerTrail

description: The number of sheets to render for the trail.

TangentSpawningScalar

description: Trail Spawning Variables.

TangentTessellationScalar

description: The tangent scalar for tessellation.

TilingDistance

description: The (estimated) covered distance to tile the 2nd UV set at.


code: const [TArray](API\Runtime\Core\Containers\TArray)< FMaterialPSOPrecacheRequestID > & GetMaterialPSOPrecacheRequestIDs() const


description: Cached CSV Stat names for this system.

code: const FGraphEventRef & GetPrecachePSOsEvent() const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


code: void LaunchPSOPrecaching ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [VFsPerMaterialData](API\Runtime\Engine\Particles\UFXSystemAsset\VFsPerMaterialData) > VFsPerMaterials )


className: VFsPerMaterialData

code: struct VFsPerMaterialData

bDisableBackfaceCulling

type: bool

MaterialInterface

type: UMaterialInterf...


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: UFXSystemAsset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFXSystemAsset

code: class UFXSystemAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

MaterialPSOPrecacheRequestIDs

type: TArray< FMateri...

MaxPoolSize

description: Max number of components of this system to keep resident in the world component pool.

ParticlePerfStats

type: FParticlePerfSt...

PoolPrimeSize

description: How many instances we should use to initially prime the pool.

PrecachePSOsEvent

type: FGraphEventRef


code: virtual void ActivateSystem ( bool bFlagAsJustAttached )


description: Forces component to deactivate immediately.

code: virtual void DeactivateImmediate()


description: Returns an approximate memory usage value for this component.

code: virtual uint32 GetApproxMemoryUsage() const


description: Get the referenced FXSystem asset.

code: virtual [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) * GetFXSystemAsset() const


code: void PrecacheAssetPSOs ( [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) * FXSystemAsset )


description: Deactivates this system and releases it to the pool on completion. Usage of this PSC reference after this call is unsafe. You should clear out your references to it.

code: virtual void ReleaseToPool()


description: AutoAttachScaleRule

code: virtual void SetAutoAttachmentParameters ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Parent, [FName](API\Runtime\Core\UObject\FName) SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule )


description: Returns true if we have crossed LWC tiles to the point that we may introduce artifacts.

code: static bool RequiresLWCTileRecache ( const FVector3f CurrentTile, const FVector CurrentLocation )


description: Change a named boolean parameter, ParticleSystemComponent converts to float.

code: virtual void SetBoolParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool Param )


description: Set a named actor instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: virtual void SetActorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [AActor](API\Runtime\Engine\GameFramework\AActor) * Param )


description: Set a named color instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: virtual void SetColorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Param )


description: Enables/Disables a sub-emitter

code: virtual void SetEmitterEnable ( [FName](API\Runtime\Core\UObject\FName) EmitterName, bool bNewEnableState )


description: Change a named float parameter

code: virtual void SetFloatParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, float Param )


description: Change a named int parameter

code: virtual void SetIntParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, int Param )


description: SetAutoAttachmentParameters()

code: virtual void SetUseAutoManageAttachment ( bool bAutoManage )


description: Set a named vector instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: virtual void SetVectorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, FVector Param )


code: UFXSystemComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFXSystemComponent

code: class UFXSystemComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)


description: For Cascade

code: void AddEmitterCurvesToEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup )


description:
Autogenerate the lowest LOD level...
bool true if successful, false if not.

code: virtual bool AutogenerateLowestLODLevel ( bool bDuplicateHighest )


code: void AutoPopulateInstanceProperties ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSysComp )


description: Builds data needed for simulation by the emitter from all modules.

code: void Build()


description: Pre-calculate data size/offset and other info from modules in this Emitter

code: void CacheEmitterModuleInfo()


description:
CalculateMaxActiveParticleCount Determine the maximum active particles that could occur with this emitter. This is to avoid reallocation during the life of the emitter.
true if the number was determined false if the number could not be determined


code: void ChangeEditorColor ( [FColor](API\Runtime\Core\Math\FColor) & Color, [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup )


code: virtual [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * CreateInstance ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


description:
CreateLODLevel Creates the given LOD level. Intended for editor-time usage. Assumes that the given LODLevel will be in the [0..100] range.
The index of the created LOD level

code: int32 CreateLODLevel ( int32 LODLevel, bool bGenerateModuleData )


description: GetCurrentLODLevel(FParticleEmitterInstance* Instance)

code: void EditorUpdateCurrentLOD ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Instance )


description:
GetCurrentLODLevel Returns the currently set LODLevel. Intended for game-time usage. Assumes that the given LODLevel will be in the [0..# LOD levels] range.
NULL if the requested LODLevel is not valid. The pointer to the requestedUParticleLODLevelif valid.

code: [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * GetCurrentLODLevel ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Instance )


description:
GetLODLevel Returns the given LODLevel. Intended for game-time usage. Assumes that the given LODLevel will be in the [0..# LOD levels] range.
NULL if the requested LODLevel is not valid. The pointer to the requestedUParticleLODLevelif valid.

code: [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * GetLODLevel ( int32 LODLevel )


description: Calculate spawn rate multiplier based on global effects quality level and emitter's quality scale

code: float GetQualityLevelSpawnRateMult()


description: Stat id of this object, 0 if nobody asked for it yet Returns the stat ID of the object... We can't use the normal version of this because those names are meaningless; we need the special name in the emitter

code: [TStatId](API\Runtime\Core\Stats\TStatId) GetStatID ( bool bForDeferredUse ) const


code: [TStatId](API\Runtime\Core\Stats\TStatId) GetStatIDRT ( bool bForDeferredUse ) const


description: Returns true if the is emitter has any enabled LODs, false otherwise.

code: bool HasAnyEnabledLODs() const


description:
IsLODLevelValid Returns true if the given LODLevel is one of the array entries. Intended for editor-time usage. Assumes that the given LODLevel will be in the [0..(NumLODLevels - 1)] range.
false if the requested LODLevel is not valid. true if the requested LODLevel is valid.

code: bool IsLODLevelValid ( int32 LODLevel )


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Retrieve the parameters associated with this particle system.

code: void GetParametersUtilized ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ParticleSysParamList, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ParticleParameterList )


description: Creates this stat ID for the emitter...and handle a null this pointerReturns if this emitter is considered significant for the passed requirement.

code: bool IsSignificant ( EParticleSignificanceLevel RequiredSignificance )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetEmitterName ( [FName](API\Runtime\Core\UObject\FName) Name )


code: void RemoveEmitterCurvesFromEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup )


code: virtual void SetLODCount ( int32 LODCount )


description: Sets up this emitter with sensible defaults so we can see some particles as soon as its created.

code: virtual void SetToSensibleDefaults()


description: Update the at-a-glance display for detail mode.

code: void UpdateDetailModeDisplayString()


className: UParticleEmitter

code: class UParticleEmitter : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bCollapsed

description: This value indicates the emitter should be drawn 'collapsed' in Cascade

bCookedOut

description: If true, then this emitter was 'cooked out' by the cooker.

bDisabledLODsKeepEmitterAlive

description: When true, if the current LOD is disabled the emitter will be kept alive.

bDisableWhenInsignficant

description: When true, emitters deemed insignificant will have their tick and render disabled Instantly.

bIsSoloing

description: If true, then show only this emitter in the editor

bRemoveHMDRollInVR

description: Particle alignment overrides

bUseLegacySpawningBehavior

description: If true, maintains some legacy spawning behavior.

DetailModeBitmask

description: Detail mode: Set flags reflecting which system detail mode you want the emitter to be ticked and rendered in

DetailModeDisplay

type: FString

EmitterEditorColor

type: FColor

description: The color of the emitter in the curve editor and debug rendering modes.

EmitterName

type: FName

description: General variables.

EmitterRenderMode

description: How to render the emitter particles.

InitialAllocationCount

description: Performance/LOD Data.

LightVolumetricScatteringIntensity

type: float

LODLevels

type: TArray<TObject...

description: 'Private' data - not required by the editor

MeshMaterials

type: TArray< classU...

description: Materials collected from any MeshMaterial modules

ModuleInstanceOffsetMap

type: TMap<UParticle...

description: Map module pointers to their offset into the instance data.

ModuleOffsetMap

description: Map module pointers to their offset into the particle data.

ModulesNeedingInstanceData

description: Array of modules that want emitter instance data.

ModulesNeedingRandomSeedInstanceData

description: Array of modules that want emitter random seed instance data.

SignificanceLevel

type: EParticleSignif...

description: The significance level required of this emitter's owner for this emitter to be active.

SubUVAnimation

type: USubUVAnimation...

description: SubUV animation asset to use for cutout geometry.


description:
CalculateMaxActiveParticleCount Determine the maximum active particles that could occur with this emitter. This is to avoid reallocation during the life of the emitter.
The maximum active particle count for the LOD level.


description: For Cascade.

code: void AddCurvesToEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup )


code: UParticleEmitter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: void ChangeEditorColor ( [FColor](API\Runtime\Core\Math\FColor) & Color, [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup )


description: Compiles all modules for this LOD level.

code: void CompileModules ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterBuildInfo )


code: virtual bool GenerateFromLODLevel ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * SourceLODLevel, float Percentage, bool bGenerateModuleData )


description: Update to the new SpawnModule method

code: void ConvertToSpawnModule()


description: the module at the given index if it is contained in the LOD level

code: [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * GetModuleAtIndex ( int32 InIndex )


description: Appends information on streaming meshes

code: void GetStreamingMeshInfo ( const FBoxSphereBounds & Bounds, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


description:
Return true if the given module is editable for this LOD level.
true If it is editable for this LOD level. false If it is not.

code: bool IsModuleEditable ( [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * InModule )


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: void RemoveCurvesFromEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup )


description: Sets the LOD 'Level' to the given value, properly updating the modules LOD validity settings. This function assumes that any error-checking of values was done by the caller! It also assumes that when inserting an LOD level, indices will be shifted from lowest to highest... When removing one, the will go from highest to lowest.

code: virtual void SetLevelIndex ( int32 InLevelIndex )


description: the index of the given module if it is contained in the LOD level

code: int32 GetModuleIndex ( [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * InModule )


description: Append all used materials to the material list.

code: void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FNamedEmitterMaterial](API\Runtime\Engine\Particles\FNamedEmitterMaterial) > & NamedMaterialSlots, const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & EmitterMaterials ) const


code: UParticleLODLevel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleLODLevel

code: class UParticleLODLevel : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bEnabled

type: uint32: 1

description: True if the LOD level is enabled, meaning it should be updated and rendered.

EventGenerator

type: TObjectPtr< cla...

description: The optional EventGenerator module.

EventReceiverModules

description: Event receiver modules only!

Level

description: The index value of the LOD level

Modules

description: An array of particle modules that contain the adjusted data for the LOD level

OrbitModules

description: OrbitModules These are used to do offsets of the sprite from the particle location.

RequiredModule

description: The required module for this LOD level

SpawningModules

description: SpawningModules - These are called to determine how many particles to spawn.

SpawnModule

description: The SpawnRate/Burst module - required by all emitters.

SpawnModules

description: SpawnModules - These are called when particles are spawned.

TypeDataModule

description: Moduleused for emitter type "extension".

UpdateModules

description: UpdateModules - These are called when particles are updated.


description:
Add all curve-editable Objects within this module to the curve editor.
true, if new curves were added to the graph, otherwise they were already present

code: virtual bool AddModuleCurvesToEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup, [TArray](API\Runtime\Core\Containers\TArray)< const [FCurveEdEntry](API\Runtime\Engine\Engine\FCurveEdEntry) * > & OutCurveEntries )


description: Helper function used by the editor to auto-populate a placedAEmitterwith any instance parameters that are utilized.

code: virtual void AutoPopulateInstanceProperties ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSysComp )


description: Helper function for updating the curve editor when the module editor color changes.

code: void ChangeEditorColor ( [FColor](API\Runtime\Core\Math\FColor) & Color, [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup )


description: Return false if this emitter requires a game thread tick

code: virtual bool CanTickInAnyThread()


description:
Store the given percentage of the SourceFloat distribution in the FloatDist
bool true if successful, false if not.

code: virtual bool ConvertFloatDistribution ( [UDistributionFloat](API\Runtime\Engine\Distributions\UDistributionFloat) * FloatDist, [UDistributionFloat](API\Runtime\Engine\Distributions\UDistributionFloat) * SourceFloatDist, float Percentage )


description: Called once to compile the effects of this module on runtime simulation.

code: virtual void CompileModule ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterInfo )


description: Called when an emitter instance is looping...

code: virtual void EmitterLoopingNotify ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner )


description:
Store the given percentage of the SourceVector distribution in the VectorDist
bool true if successful, false if not.

code: virtual bool ConvertVectorDistribution ( [UDistributionVector](API\Runtime\Engine\Distributions\UDistributionVector) * VectorDist, [UDistributionVector](API\Runtime\Engine\Distributions\UDistributionVector) * SourceVectorDist, float Percentage )


description: Called on an emitter when all other update operations have taken place INCLUDING bounding box cacluations!

code: virtual void FinalUpdate ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


description:
Generates a new module for LOD levels, setting the values appropriately. Note that the module returned could simply be the module it was called on.
UParticleModule* The generated module, or this if percentage == 100.

code: virtual [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * GenerateLODModule ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * SourceLODLevel, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * DestLODLevel, float Percentage, bool bGenerateModuleData, bool bForceModuleConstruction )


description:
Helper function used by the editor to auto-generate LOD values from a source module and a percentage value used to scale its values.
true if successful false if failed

code: virtual bool GenerateLODModuleValues ( [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * SourceModule, float Percentage, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel )


description: Fill an array with each Object property that fulfills theFCurveEdInterfaceinterface.

code: virtual void GetCurveObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [FParticleCurvePair](API\Runtime\Engine\Particles\FParticleCurvePair) > & OutCurves )


description: Generates theFTextto display to the user informing them that a module is using a distribution that is not allowed on GPU emitters.FTextThe generatedFText.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetDistributionNotAllowedOnGPUText ( const [FString](API\Runtime\Core\Containers\FString) & ModuleName, const [FString](API\Runtime\Core\Containers\FString) & PropertyName )


description:
Get the display name of the custom menu entry.
bool true if successful, false if not

code: virtual bool GetCustomMenuEntryDisplayString ( int32 InEntryIndex, [FString](API\Runtime\Core\Containers\FString) & OutDisplayString ) const


description: Gets a list of the names of distributions not allowed on GPU emitters.

code: static void GetDistributionsRestrictedOnGPU ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutRestrictedDistributions )


description:
Retrieve the ModuleType of this module.
EModuleType The type of module this is.

code: virtual EModuleType GetModuleType() const


description: Retrieve the distributions that use ParticleParameters in this module.

code: virtual void GetParticleParametersUtilized ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ParticleParameterList )


description:
Custom Cascade module menu entries support Get the number of custom entries this module has. Maximum of 3.
int32 The number of custom menu entries

code: virtual int32 GetNumberOfCustomMenuOptions() const


description: Retrieve the ParticleSysParams associated with this module.

code: virtual void GetParticleSysParamsUtilized ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ParticleSysParamList )


description:
Retrieve the random seed info for this module.
FParticleRandomSeedInfo* The random seed info; NULL if not supported

code: virtual [FParticleRandomSeedInfo](API\Runtime\Engine\Particles\FParticleRandomSeedInfo) * GetRandomSeedInfo()


description:
Checks if a distribution is allowed on the GPU.
bool true if allowed on the GPU, false if not.

code: static bool IsDistributionAllowedOnGPU ( const [UDistribution](API\Runtime\Engine\Distributions\UDistribution) * Distribution )


description:
Are the modules curves displayed in the curve editor?
bool true if they are, false if not.

code: bool IsDisplayedInCurveEd ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup )


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description:
Returns whether the module is SizeMultipleLife or not.
bool true if the module is a UParticleModuleSizeMultipleLife false if not

code: virtual bool IsSizeMultiplyLife()


description: Returns whether this module is used in any GPU emitters.

code: bool IsUsedInGPUEmitter() const


description:
Returns true if the module validiy flags indicate this module is used in the given LOD level.
bool true if the generated module is used, false if not.

code: virtual bool IsUsedInLODLevel ( int32 SourceLODIndex ) const


description: Returns true if the module is valid for the provided LOD level.

code: virtual bool IsValidForLODLevel ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel, [FString](API\Runtime\Core\Containers\FString) & OutErrorString )


description:
Does the module contain curves?
bool true if it does, false if not.

code: bool ModuleHasCurves()


description:
Perform the custom menu entry option.
bool true if successful, false if not

code: virtual bool PerformCustomMenuEntry ( int32 InEntryIndex )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Retreive the random stream that should be used for the provided instance.FRandomStream& The random stream to use for the provided instance.

code: [FRandomStream](API\Runtime\Core\Math\FRandomStream) & GetRandomStream ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner )


description: Allows the module to prep its 'per-instance' data block.

code: virtual uint32 PrepPerInstanceBlock ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, void * InstData )


description: Instances components for objects being loaded from disk, if necessary. Ensures that component references between nested components are fixed up correctly.

code: virtual void PostLoadSubobjects ( [FObjectInstancingGraph](API\Runtime\CoreUObject\UObject\FObjectInstancingGraph) * OuterInstanceGraph )


description:
Prepare a random seed instance payload...
uint32 0xffffffff is failed

code: virtual uint32 PrepRandomSeedInstancePayload ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FParticleRandomSeedInstancePayload](API\Runtime\Engine\FParticleRandomSeedInstancePaylo-) * InRandSeedPayload, const [FParticleRandomSeedInfo](API\Runtime\Engine\Particles\FParticleRandomSeedInfo) & InRandSeedInfo )


description: Refresh the module...

code: virtual void RefreshModule ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup, [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InEmitter, int32 InLODLevel )


description: Remove all curve-editable Objects within this module from the curve editor.

code: void RemoveModuleCurvesFromEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup )


description: Render the modules 3D visualization helper primitive.

code: virtual void Render3DPreview ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


description:
Returns the number of bytes the module requires in the emitters 'per-instance' data block.
uint32 The number of bytes the module needs per emitter instance.


description:
Returns whether the module requires notification when an emitter loops.
bool true if the module required looping notification


description:
Set the random seed info entry at the given index to the given seed
bool true if successful; false if not (not found, etc.)

code: virtual bool SetRandomSeedEntry ( int32 InIndex, int32 InRandomSeed )


description: Called when the module is created, this function allows for setting values that make sense for the type of emitter they are being used in.

code: virtual void SetToSensibleDefaults ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Owner )


description: Set the transaction flag on the module and any members which require it

code: void SetTransactionFlag()


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description:
Returns whether the module supports the RandomSeed functionality
bool true if it supports it; false if not

code: bool SupportsRandomSeed() const


description:
Return true if this module impacts rotation of Mesh emitters
bool true if the module impacts mesh emitter rotation

code: virtual bool TouchesMeshRotation() const


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


description:
Returns true if the results of LOD generation for the given percentage will result in a duplicate of the module.
bool true if the generated module will be a duplicate. false if not.

code: virtual bool WillGeneratedModuleBeIdentical ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * SourceLODLevel, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * DestLODLevel, float Percentage )


code: UParticleModule ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModule

code: class UParticleModule : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

type: uint8: 1

description: If true, the module should render its 3D visualization helper

bCurvesAsColor

description: If true, the module displays FVector curves as colors

bEditable

description: If true, the module has had editing enabled on it

bEnabled

description: If true, the module is enabled

bFinalUpdateModule

description: If true, the module performs operations on particles during final update

bRequiresLoopingNotification

description: If true, the module should be told when looping

bSpawnModule

description: If true, the module performs operations on particles during Spawning

description: If true, the module supports rendering a 3D visualization helper

bSupportsRandomSeed

description: If true, the module supports RandomSeed setting

bUpdateForGPUEmitter

description: If true, the module performs operations on particles during update and/or final update for GPU emitters

bUpdateModule

description: If true, the module performs operations on particles during Updating

LODDuplicate

description: If true, this flag indicates that auto-generation for LOD will result in an exact duplicate of the module, regardless of the percentage.

LODValidity

description: The LOD levels this module is present in.

ModuleEditorColor

description: The color to draw the modules curves in the curve editor.


description:
Add all curve-editable Objects within this module to the curve editor.
true, if new curves were added to the graph, otherwise they were already present

code: virtual bool AddModuleCurvesToEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup, [TArray](API\Runtime\Core\Containers\TArray)< const [FCurveEdEntry](API\Runtime\Engine\Engine\FCurveEdEntry) * > & OutCurveEntries )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description:
Helper function used by the editor to auto-generate LOD values from a source module and a percentage value used to scale its values.
true if successful false if failed

code: virtual bool GenerateLODModuleValues ( [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * SourceModule, float Percentage, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel )


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetBoundingGeometrySRV() const


description:
Retrieve the ModuleType of this module.
EModuleType The type of module this is.

code: virtual EModuleType GetModuleType() const


code: int32 GetNumBoundingTriangles() const


code: int32 GetNumBoundingVertices() const


description: Initializes the default values for this property

code: void InitializeDefaults()


code: const FVector2f * GetFrameData ( int32 FrameIndex ) const


code: bool IsBoundingGeometryValid() const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Returns true if the module is valid for the provided LOD level.

code: virtual bool IsValidForLODLevel ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel, [FString](API\Runtime\Core\Containers\FString) & OutErrorString )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FStructuredArchive::FRecord](API\Runtime\Core\Serialization\FStructuredArchive\FRecord) Record )


description: Called when the module is created, this function allows for setting values that make sense for the type of emitter they are being used in.

code: virtual void SetToSensibleDefaults ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Owner )


code: UParticleModuleRequired ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleRequired

code: class UParticleModuleRequired : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)

AlphaThreshold

description: Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry.

bDelayFirstLoopOnly

description: If true, the emitter will be delayed only on the first loop.

bDurationRecalcEachLoop

type: uint8:  1

description: If true, recalculate the emitter duration on each loop.

bEmitterDelayUseRange

description: If true, select the emitter delay from the range [EmitterDelayLow..EmitterDelay]

bEmitterDurationUseRange

description: If true, select the emitter duration from the range [EmitterDurationLow..EmitterDuration]

bKillOnCompleted

description: If true, kill the emitter when it completes

bKillOnDeactivate

description: If true, kill the emitter when the particle system is deactivated

bOrbitModuleAffectsVelocityAlignment

description: Ensures that movement generated from the orbit module is applied to velocity-aligned particles

BoundingMode

type: TEnumAsByte< en...

description: More bounding vertices results in reduced overdraw, but adds more triangle overhead.

bOverrideSystemMacroUV

description: Override the system MacroUV settings

bRemoveHMDRoll

description: If true, removes the HMD view roll (e.g. in VR)

bScaleUV

description: Whether to scale the UV or not - ie, the model wasn't setup with sub uvs

bSupportLargeWorldCoordinates

description: If true, gpu simulation positions are offset to support double precision vectors.

BurstList

type: TArray<FPartic...

description: The array of burst entries.

bUseLegacyEmitterTime

description: If true, the EmitterTime for the emitter will be calculated by modulating the SecondsSinceCreation by the EmitterDuration.

bUseLocalSpace

description: If true, update the emitter in local space

bUseMaxDrawCount

description: If true, use the MaxDrawCount to limit the number of particles rendered.

bUseVelocityForMotionBlur

description: When supported by the vertex factory will use particle velocity for motion blur approximation.

CutoutTexture

type: TObjectPtr<UTe...

description: Texture to generate bounding geometry from.

EmitterDelay

description: Delay-related.

EmitterDelayLow

description: The low end of the emitter delay if using a range.

EmitterDuration

description: How long, in seconds, the emitter will run before looping.

EmitterDurationLow

description: The low end of the emitter duration if using a range.

EmitterLoops

description: The number of times to loop the emitter. 0 indicates loop continuously

EmitterNormalsMode

description: Normal generation mode for this emitter LOD.

EmitterOrigin

type: FVector

EmitterRotation

type: FRotator

InterpolationMethod

type: TEnumAsByte< EP...

description: SubUV-related.

MacroUVPosition

description: Local space position that UVs generated with the ParticleMacroUV material node will be centered on.

MacroUVRadius

description: World space radius that UVs generated with the ParticleMacroUV material node will tile based on.

Material

description: General.The material to utilize for the emitter at this LOD level.

MaxDrawCount

description: The maximum number of particles to DRAW for this emitter.

MaxFacingCameraBlendDistance

description: The distance at which PSA_FacingCameraDistanceBlend is fully PSA_FacingCameraPosition

MinFacingCameraBlendDistance

description: The distance at which PSA_FacingCameraDistanceBlend is fully PSA_Square

NamedMaterialOverrides

type: TArray<FName>

description: Named material overrides for this emitter.

NormalsCylinderDirection

description: When EmitterNormalsMode is ENM_Cylindrical, particle normals are created to face away from the cylinder going through NormalsSphereCenter in the direction NormalsCylinderDirection.

NormalsSphereCenter

description: When EmitterNormalsMode is ENM_Spherical, particle normals are created to face away from NormalsSphereCenter.

ParticleBurstMethod

description: The method to utilize when burst-emitting particles

RandomImageChanges

description: The number of times to change a random image over the life of the particle.

RandomImageTime

description: The amount of time (particle-relative, 0.0 to 1.0) to 'lock' on a random sub image 0.0 = change every frame 1.0 = select a random image at spawn and hold for the life of the particle

ScreenAlignment

description: The screen alignment to utilize for the emitter at this LOD level.

SortMode

description: The sorting mode to use for this emitter.

SpawnRate

type: FRawDistributio...

description: Spawn-related.The rate at which to spawn particles

description: The number of sub-images horizontally in the texture

description: The number of sub-images vertically in the texture

UVFlippingMode

type: EParticleUVFlip...

description: Controls UV Flipping for this emitter.


code: virtual [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * CreateInstance ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


description: Sets up this emitter with sensible defaults so we can see some particles as soon as its created.

code: virtual void SetToSensibleDefaults()


code: UParticleSpriteEmitter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Builds all emitters in the particle system.

code: void BuildEmitters()


description:
Called after load to determine if the object can be a cluster root
true if this object can be a cluster root

code: virtual bool CanBeClusterRoot() const


description:
CalculateMaxActiveParticleCounts Determine the maximum active particles that could occur with each emitter. This is to avoid reallocation during the life of the emitter.
true if the numbers were determined for each emitter false if not be determined


description: Return true if this psys can tick in any thread

code: bool CanTickInAnyThread()


description: Decide if this psys can tick in any thread, and set bIsElligibleForAsyncTick

code: void ComputeCanTickInAnyThread()


description: Returns true if this system contains an emitter of the pasesd type. @ param TypeData - The emitter type to check for. Must be a child class ofUParticleModuleTypeDataBase

code: bool ContainsEmitterType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * TypeData )


description:
Checks if any of the emitters have motion blur at a specific lod level.
true If any emitter has motion blur false None of the emitters have motion blur

code: bool DoesAnyEmitterHaveMotionBlur ( int32 LODLevelIndex ) const


description: Return the currently set LOD method

code: virtual enum ParticleSystemLODMethod GetCurrentLODMethod()


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


className: UParticleSpriteEmitter

code: class UParticleSpriteEmitter : public [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter)


description:
Return the distance for the given LOD level
-1.0f If the index is invalid Distance The distance set for the LOD level

code: virtual float GetLODDistance ( int32 LODLevelIndex )


description:
Return the number of LOD levels for this particle system
The number of LOD levels in the particle system

code: virtual int32 GetLODLevelCount()


description: Returns true if this system contains any GPU emitters.

code: bool HasGPUEmitter() const


description: Retrieve the parameters associated with this particle system.

code: void GetParametersUtilized ( [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > > & ParticleSysParamList, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > > & ParticleParameterList )


description: Returns true if the particle system is looping (contains one or more looping emitters)

code: bool IsLooping() const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description:
Remove all duplicate modules.
bool true if successful, false if not

code: bool RemoveAllDuplicateModules ( bool bInMarkForCooker, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, bool > * OutRemovedModules )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set the LOD method

code: virtual void SetCurrentLODMethod ( ParticleSystemLODMethod InMethod )


description: Set the time to delay spawning the particle system

code: void SetDelay ( float InDelay )


description:
Set the distance for the given LOD index
true If successful false Invalid LODLevelIndex

code: virtual bool SetLODDistance ( int32 LODLevelIndex, float InDistance )


description: Editor helper function for setting the LOD validity flags used in Cascade.

code: void SetupLODValidity()


description: Setup the soloing information... Obliterates all current soloing.

code: void SetupSoloing()


code: bool ShouldManageSignificance() const


description:
Toggle the bIsSoloing flag on the given emitter.
bool true if ANY emitters are set to soloing, false if none are.

code: bool ToggleSoloing ( class [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InEmitter )


description:
Turn soloing off completely - on every emitter
bool true if successful, false if not.

code: bool TurnOffSoloing()


description: Update all emitter module lists

code: void UpdateAllModuleLists()


code: void UpdateColorModuleClampAlpha ( class [UParticleModuleColorBase](API\Runtime\Engine\Particles\Color\UParticleModuleColorBase) * ColorModule )


code: UParticleSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleSystem

description: A ParticleSystem is a complete particle effect that contains any number of ParticleEmitters.Byallowing multiple emitters in a system, the designer can create elaborate particle effects that are held in a single system. Once created using Cascade, a ParticleSystem can then be inserted into a level or created in script.

code: class UParticleSystem : public [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset)

BackgroundColor

type: FColor

description: The background color to display in Cascade

bHasPhysics

description: Set during load time to indicate that physics is used...

bOrientZAxisTowardCamera

description: If true, the system's Z axis will be oriented toward the camera

bRegenerateLODDuplicate

description: Internal value that tracks the regenerate LOD levels preference.

bShouldResetPeakCounts

description: EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset

bUseDelayRange

description: If true, select the emitter delay from the range [DelayLow..Delay]

bUseFixedRelativeBoundingBox

description: Whether to use the fixed relative bounding box or calculate it every frame.

bUseRealtimeThumbnail

description: Inidicates the old 'real-time' thumbnail rendering should be used

CurveEdSetup

type: TObjectPtr<UIn...

description: Used for curve editor to remember curve-editing setup.

CustomOcclusionBounds

type: FBox

description: The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds

Delay

type: float

description: How long this Particle system should delay when ActivateSystem is called on it.

DelayLow

description: The low end of the emitter delay if using a range.

EditorLODSetting

description: LOD setting for intepolation (set by Cascade) Range [0..100]

Emitters

type: TArray<TObject...

description: Emitters - internal - the array of emitters in the system

FixedRelativeBoundingBox

description: Fixed relative bounding box for particle system.

FloorMesh

type: FString

description: Cascade 'floor' mesh information.

InsignificanceDelay

description: Time delay between all emitters becoming insignificant and the systems insignificant reaction.

InsignificantReaction

type: EParticleSystem...

description: The reaction this system takes when all emitters are insignificant.

LODDistanceCheckTime

description: LOD How often (in seconds) the system should perform the LOD distance check.

LODDistances

type: TArray< float >

description: The array of distances for each LOD level in the system.

LODMethod

description: The method of LOD level determination to utilize for this particle system PARTICLESYSTEMLODMETHOD_Automatic - Automatically set the LOD level, checking every LODDistanceCheckTime seconds.

MacroUVPosition

description: Local space position that UVs generated with the ParticleMacroUV material node will be centered on.

MacroUVRadius

description: World space radius that UVs generated with the ParticleMacroUV material node will tile based on.

MaxSignificanceLevel

description: The maximum level of significance for emitters in this system.

NamedMaterialSlots

type: TArray<FNamedE...

description: Array of named material slots for use by emitters of this system.

OcclusionBoundsMethod

description: Which occlusion bounds method to use for this particle system.

PreviewComponent

type: TObjectPtr<UPa...

description: The component used to preview the particle system in Cascade

SecondsBeforeInactive

description: Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.

SoloTracking

type: TArray< struct ...

ThumbnailAngle

description: The angle to use when rendering the thumbnail image

ThumbnailDistance

description: The distance to place the system when rendering the thumbnail image

ThumbnailImage

description: Internal: The PSys thumbnail image

ThumbnailImageOutOfDate

description: Internal: Indicates the PSys thumbnail image is out of date

ThumbnailWarmup

description: The time to warm-up the system for the thumbnail image

description: UpdateTime_Delta - internal

description: UpdateTime_FPS - the frame per second to update at in FixedTime mode

WarmupTickRate

description: WarmupTickRate - the time step for each tick during warm up.

WarmupTime

description: WarmupTime - the time to warm-up the particle system when first rendered Warning: WarmupTime is implemented by simulating the particle system for the time requested upon activation.


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


description: Activate the system

code: virtual void ActivateSystem ( bool bFlagAsJustAttached )


description: Give a readable name for this component, including asset name if applicable

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) const * AdditionalStatObject() const


description: Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


description: Auto-populate the instance parameters based on contained modules.

code: void AutoPopulateInstanceProperties()


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Begins all trail emitters in this component.

code: void BeginTrails ( [FName](API\Runtime\Core\UObject\FName) InFirstSocketName, [FName](API\Runtime\Core\UObject\FName) InSecondSocketName, ETrailWidthMode InWidthMode, float InWidth )


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: True if this component can be occluded.

code: bool CanBeOccluded() const


description: True if this component can be considered invisible and potentially culled.

code: bool CanConsiderInvisible() const


description: Return true if this psys can tick in any thread

code: bool CanTickInAnyThread()


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


description: Clears dynamic data on the rendering thread.

code: void ClearDynamicData()


description: Clears the specified parameter, returning it to the default value set in the template

code: void ClearParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, enum EParticleSysParamType ParameterType )


description: Decide if this psys can tick in any thread, and set bIsElligibleForAsyncTick

code: void ComputeCanTickInAnyThread()


description: Possibly parallel phase of TickComponent

code: void ComputeTickComponent_Concurrent()


description:
Creates dynamic particle data for rendering the particle system this frame. This function handle creation of dynamic data for regularly simulated particles, but also handles capture and playback of particle replay data.
Returns the dynamic data to render this frame

code: [FParticleDynamicData](API\Runtime\Engine\FParticleDynamicData) * CreateDynamicData ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Cache the view-relevance for each emitter at each LOD level if needed.

code: void ConditionalCacheViewRelevanceFlags ( class [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * NewTemplate )


description:
Static: Supplied with a chunk of replay data, this method will create dynamic emitter data that can be used to render the particle system
The newly created dynamic data, or NULL on failure

code: static [FDynamicEmitterDataBase](API\Runtime\Engine\FDynamicEmitterDataBase) * CreateDynamicDataFromReplay ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * EmitterInstance, const [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) * EmitterReplayData, bool bSelected, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Creates a Dynamic Material Instance for the specified named material override, optionally from the supplied material.

code: virtual [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * CreateNamedDynamicMaterialInstance ( [FName](API\Runtime\Core\UObject\FName) InName, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * SourceMaterial )


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Forces component to deactivate immediately.

code: virtual void DeactivateImmediate()


description: Deactivate the system

code: void DeactivateSystem()


description: This is distance based LOD not perf based. Perf and distance are orthogonal concepts.

code: virtual int32 DetermineLODLevelForLocation ( const FVector & EffectLocation )


code: virtual bool Editor_CanBeTickManaged() const


className: EForceAsyncWorkCompletion

code: enum EForceAsyncWorkCompletion { STALL, ENSURE_AND_STALL, SILENT, }


description: Ends all trail emitters in this component.

code: void EndTrails()


description: After the possibly parallel phase of TickComponent, we fire events, etc

code: void FinalizeTickComponent()


description:
Finds the replay clip of the specified ID number
Returns the replay clip or NULL if none

code: [UParticleSystemReplay](API\Runtime\Engine\Particles\UParticleSystemReplay) * FindReplayClipForIDNumber ( const int32 InClipIDNumber )


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description: If there is async work outstanding, force it to be completed now

code: void ForceAsyncWorkCompletion ( [EForceAsyncWorkCompletion](API\Runtime\Engine\Particles\UParticleSystemComponent\EForceAsyncWorkCompletion) Behavior, bool bDefinitelyGameThread ) const


code: void ForceAsyncWorkCompletion ( [EForceAsyncWorkCompletion](API\Runtime\Engine\Particles\UParticleSystemComponent\EForceAsyncWorkCompletion) Behavior, bool bDefinitelyGameThread, bool InSkipUpdateDynamicDataDuringTick )


description: Record a kismet event.

code: void GenerateParticleEvent ( const [FName](API\Runtime\Core\UObject\FName) InEventName, const float InEmitterTime, const FVector InLocation, const FVector InDirection, const FVector InVelocity )


description: Force the component to update its bounding box.

code: void ForceUpdateBounds()


description:
Retrieve the Actor parameter value for the given name.
true Parameter was found - OutActor is valid false Parameter was not found - OutActor is invalid

code: virtual bool GetActorParameter ( const [FName](API\Runtime\Core\UObject\FName) InName, class [AActor](API\Runtime\Engine\GameFramework\AActor) *& OutActor )


description:
Retrieve the Vector parameter value for the given name...also looks for colors and floats and returns those
true Parameter was found - OutVector is valid false Parameter was not found - OutVector is invalid

code: virtual bool GetAnyVectorParameter ( const [FName](API\Runtime\Core\UObject\FName) InName, FVector & OutVector )


description: Returns the approximate distance squared from this component to the passed location.

code: float GetApproxDistanceSquared ( FVector Point ) const


description: Returns an approximate memory usage value for this component.

code: virtual uint32 GetApproxMemoryUsage() const


code: const FBoxSphereBounds & GetAsyncBounds()


code: const FTransform & GetAsyncComponentToWorld()


code: const [TArray](API\Runtime\Core\Containers\TArray)< struct [FParticleSysParam](API\Runtime\Engine\Particles\FParticleSysParam) > & GetAsyncInstanceParameters()


code: const FVector & GetAsyncPartSysVelocity()


description:
Get the beam end point
true EmitterIndex is valid and End point is set - OutEndPoint is valid false EmitterIndex invalid or End point is not set - OutEndPoint is invalid

code: virtual bool GetBeamEndPoint ( int32 EmitterIndex, FVector & OutEndPoint ) const


description:
Get the beam source point
true EmitterIndex and SourceIndex are valid - OutSourcePoint is valid false EmitterIndex or SourceIndex is invalid - OutSourcePoint is invalid

code: virtual bool GetBeamSourcePoint ( int32 EmitterIndex, int32 SourceIndex, FVector & OutSourcePoint ) const


description:
Get the beam source strength
true EmitterIndex and SourceIndex are valid - OutSourceStrength is valid false EmitterIndex or SourceIndex is invalid - OutSourceStrength is invalid

code: virtual bool GetBeamSourceStrength ( int32 EmitterIndex, int32 SourceIndex, float & OutSourceStrength ) const


description:
Get the beam target point
true EmitterIndex and TargetIndex are valid - OutTargetPoint is valid false EmitterIndex or TargetIndex is invalid - OutTargetPoint is invalid

code: virtual bool GetBeamTargetPoint ( int32 EmitterIndex, int32 TargetIndex, FVector & OutTargetPoint ) const


description:
Get the beam source tangent
true EmitterIndex and SourceIndex are valid - OutTangentPoint is valid false EmitterIndex or SourceIndex is invalid - OutTangentPoint is invalid

code: virtual bool GetBeamSourceTangent ( int32 EmitterIndex, int32 SourceIndex, FVector & OutTangentPoint ) const


description:
Get the beam target strength
true EmitterIndex and TargetIndex are valid - OutTargetStrength is valid false EmitterIndex or TargetIndex is invalid - OutTargetStrength is invalid

code: virtual bool GetBeamTargetStrength ( int32 EmitterIndex, int32 TargetIndex, float & OutTargetStrength ) const


description:
Get the beam target tangent
true EmitterIndex and TargetIndex are valid - OutTangentPoint is valid false EmitterIndex or TargetIndex is invalid - OutTangentPoint is invalid

code: virtual bool GetBeamTargetTangent ( int32 EmitterIndex, int32 TargetIndex, FVector & OutTangentPoint ) const


description:
Returns BodyInstance of the component.
Returns the BodyInstance based on various states (does component have multiple bodies? Is the body welded to another body?)

code: virtual [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance ( [FName](API\Runtime\Core\UObject\FName) BoneName, bool bGetWelded, int32 Index ) const