className: FParticleBurst

code: struct FParticleBurst

Count

description: The number of particles to burst

CountLow

description: If >= 0, use as a range [CountLow..Count]

Time

description: The time at which to burst them (0..1: emitter lifetime)


className: FParticleBurstSignature

description: Fires when a particle system bursts

module: Engine

code: class FParticleBurstSignature


className: FParticleCurvePair

code: struct FParticleCurvePair

CurveName

type: FString

CurveObject

type: TObjectPtr< cla...


className: FParticleDeathSignature

description: Fires when a particle dies

code: class FParticleDeathSignature


className: FParticleEmitterReplayFrame

code: struct FParticleEmitterReplayFrame

EmitterType

description: Type of emitter (EDynamicEmitterType)

FrameState

type: FDynamicEmitter...

description: State for the emitter this frame. The actual object type

OriginalEmitterIndex

description: Original index into the particle systems list of particle emitter indices.


className: FParticleEventBurstData

description: Particle burst event data.

code: struct FParticleEventBurstData : public [FParticleEventData](API\Runtime\Engine\Particles\FParticleEventData)


className: FParticleEventData

description: The base class for all particle event data.

code: struct FParticleEventData

EmitterTime

type: float

description: The emitter time at the event.

EventData

type: TArray< classU...

description: Game specific event metadata

EventName

type: FName

description: The name of the event.

Location

type: FVector

description: The location of the event.

Type

description: The type of event that was generated.

Velocity

description: The velocity at the time of the event.


className: FParticleEventCollideData

description: Collision particle event data.

code: struct FParticleEventCollideData : public [FParticleExistingData](API\Runtime\Engine\Particles\FParticleExistingData)

BoneName

description: Name of bone we hit (for skeletal meshes).

Item

description: Primitive data item which was hit, INDEX_NONE=none.

Normal

description: Normal vector in coordinate system of the returner. Zero=none.

PhysMat

type: UPhysicalMateri...

description: The physical material for this collision.

Time

description: Time until hit, if line check.


className: FParticleEventDeathData

description: Killed particle event data.

code: struct FParticleEventDeathData : public [FParticleExistingData](API\Runtime\Engine\Particles\FParticleExistingData)


className: FParticleEventKismetData

description: Kismet particle event data.

code: struct FParticleEventKismetData : public [FParticleEventData](API\Runtime\Engine\Particles\FParticleEventData)


className: FParticleEventSpawnData

description: Spawn particle event data.

code: struct FParticleEventSpawnData : public [FParticleEventData](API\Runtime\Engine\Particles\FParticleEventData)


className: FParticleExistingData

description: Particle event data for particles that already existed at the time of the event

code: struct FParticleExistingData : public [FParticleEventData](API\Runtime\Engine\Particles\FParticleEventData)

Direction

description: The direction of the particle at the time of the event.

ParticleTime

description: How long the particle had been alive at the time of the event.


code: static void AddComponentStatReader()


className: bStatsEnabled

code: static [TAtomic](API\Runtime\Core\HAL\TAtomic)< bool > bStatsEnabled;


className: bCSVStatsEnabled

code: static [TAtomic](API\Runtime\Core\HAL\TAtomic)< bool > bCSVStatsEnabled;


className: ComponentStatsReaders

code: static [TAtomic](API\Runtime\Core\HAL\TAtomic)< int32 > ComponentStatsReaders;


description: Returns the current frame Game Thread stats.


code: static bool GetGatherComponentStats()


code: static bool GetGatherSystemStats()


description: Returns the current frame GPU stats.


description: Returns the current frame Render Thread stats.


code: static [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * GetStats ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: static [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * GetStats ( const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) * System )


code: static [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * GetStats ( const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) * Component )


code: static void RemoveComponentStatReader()


code: static void RemoveSystemStatReader()


code: static void RemoveWorldStatReader()


code: static void SetCSVStatsEnabled ( bool bEnabled )


code: static void SetStatsEnabled ( bool bEnabled )


className: SystemStatsReaders

code: static [TAtomic](API\Runtime\Core\HAL\TAtomic)< int32 > SystemStatsReaders;


className: WorldStatsReaders

code: static [TAtomic](API\Runtime\Core\HAL\TAtomic)< int32 > WorldStatsReaders;


className: FParticlePerfStats

code: struct FParticlePerfStats

GameThreadStats

type: FParticlePerfSt...

description: Stats on GT and GT spawned concurrent work.

GPUStats

description: Stats from GPU work.

RenderThreadStats

description: Stats on RT work.


code: void SetComponentStats ( [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * Stats )


code: void SetSystemStats ( [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * Stats )


code: void SetWorldStats ( [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * Stats )


code: FParticlePerfStatsContext ( [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * InComponentStats )


code: FParticlePerfStatsContext ( [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * InWorldStats, [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * InSystemStats )


code: FParticlePerfStatsContext ( const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) * InComponent )


code: FParticlePerfStatsContext ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) * InSystem )


code: FParticlePerfStatsContext ( [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * InWorldStats, [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * InSystemStats, [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * InComponentStats )


code: FParticlePerfStatsContext ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) * InSystem, const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) * InComponent )


className: FParticlePerfStatsContext

code: struct FParticlePerfStatsContext


code: FParticlePerfStatScope ( [FParticlePerfStatsContext](API\Runtime\Engine\Particles\FParticlePerfStatsContext) InContext, int32 InCount )


className: FParticlePerfStatScope

code: template<typename TWriterFunc> struct FParticlePerfStatScope


description: Controls whether this listener should be stooped and cleaned up when it's orphaned, i.e. the manager is the only one with a reference. In some cases we want to signal that a listener should stop by clearing an external reference. In other cases we want to have fire and forget listeners that can signal their own termination via their tick function.

code: virtual bool AllowOrphaned() const


description: Called when the listener stops receiving data.

code: virtual void End()


description: Called when the listener begins receiving data.

code: virtual void Begin()


description: Called when a new component is seen for the first time.

code: virtual void OnAddComponent ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) > & NewComponent )


description: Called when a new system is seen for the first time.

code: virtual void OnAddSystem ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) > & NewSystem )


description: Called when a new world is seen for the first time.

code: virtual void OnAddWorld ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UWorld](API\Runtime\Engine\Engine\UWorld) > & NewWorld )


description: Called when a component has been freed and is no longer tracked by the stats.

code: virtual void OnRemoveComponent ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) > & Component )


description: Called when a system has been freed and is no longer tracked by the stats.

code: virtual void OnRemoveSystem ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) > & System )


description: Called when a world has been freed and is no longer tracked by the stats.

code: virtual void OnRemoveWorld ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UWorld](API\Runtime\Engine\Engine\UWorld) > & World )


description: Called every frame from the render thread gather any RT stats.

code: virtual void TickRT()


description: Called every frame with the current frame data. Returns true if we should continue listening. If false is returned the listener will be removed.

code: virtual bool Tick()


code: virtual ~FParticlePerfStatsListener()


className: FParticlePerfStatsListener

code: class FParticlePerfStatsListener : public [TSharedFromThis< FParticlePerfStatsListener, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


code: int32 RenderStats ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, class [FViewport](API\Runtime\Engine\FViewport) * Viewport, class [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation )


description: Listener that hooks into the engine wide CSV Profiling systems.

code: class FParticlePerfStatsListener_CSVProfiler : public [FParticlePerfStatsListener_GatherAll](API\Runtime\Engine\Particles\FParticlePerfStatsListener_Gathe-)


description: This listener displays stats onto a debug canvas in a viewport. It does not sync with the Render Thread and so RT stats are one or more frames delayed.

code: class FParticlePerfStatsListener_DebugRender : public [FParticlePerfStatsListener_GatherAll](API\Runtime\Engine\Particles\FParticlePerfStatsListener_Gathe-)


code: void DumpStatsToDevice ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: [FAccumulatedParticlePerfStats](API\Runtime\Engine\Particles\FAccumulatedParticlePerfStats) * GetStats ( const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) * System )


code: [FAccumulatedParticlePerfStats](API\Runtime\Engine\Particles\FAccumulatedParticlePerfStats) * GetStats ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [FAccumulatedParticlePerfStats](API\Runtime\Engine\Particles\FAccumulatedParticlePerfStats) * GetStats ( const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) * Component )


code: virtual bool NeedsComponentStats() const


code: virtual bool NeedsWorldStats() const


code: virtual bool NeedsSystemStats() const


code: virtual void OnAddComponent ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) > & NewComponent )


code: virtual void OnAddSystem ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) > & NewSystem )


code: virtual void OnAddWorld ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UWorld](API\Runtime\Engine\Engine\UWorld) > & NewWorld )


code: virtual void OnRemoveSystem ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) > & System )


code: virtual void OnRemoveComponent ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) > & Component )


code: virtual void OnRemoveWorld ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UWorld](API\Runtime\Engine\Engine\UWorld) > & World )


code: virtual bool Tick()


code: virtual void TickRT()


code: template<typename T, typename TFunc> void TickStats_Internal ( [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< T >, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FAccumulatedParticlePerfStats](API\Runtime\Engine\Particles\FAccumulatedParticlePerfStats) >> & StatsMap, TFunc Func )


code: FParticlePerfStatsListener_GatherAll ( bool bNeedsWorldStats, bool bNeedsSystemStats, bool bNeedsComponentStats )


description: Base class for listeners that gather stats on all systems in the scene.

code: class FParticlePerfStatsListener_GatherAll : public [FParticlePerfStatsListener](API\Runtime\Engine\Particles\FParticlePerfStatsListener)

AccumulatedComponentStats

type: TMap<TWeakObje...

AccumulatedStatsGuard

type: FCriticalSectio...

bGatherComponentStats

type: const uint8:  1


code: virtual bool AllowOrphaned() const


code: virtual void End()


code: FParticlePerfStatsListener_TimedTest ( int32 NumFrames, bool bInGatherWorldStats, bool bInGatherSystemStats, bool bInGatherComponentStats )


description: Simple stats listener that will gather stats on all systems for N frames and dump the results to a CSV and the Log.

code: class FParticlePerfStatsListener_TimedTest : public [FParticlePerfStatsListener_GatherAll](API\Runtime\Engine\Particles\FParticlePerfStatsListener_Gathe-)


code: static void AddListener ( FParticlePerfStatsListenerPtr Listener, bool bReset )


className: ComponentToPerfStats

code: static [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) >, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) > > ComponentToPerfStats;


description: Calls the supplied function for all trackedUFXSystemComponentstats.

code: template<typename TAction> static void ForAllComponentStats ( TAction Func )


description: Calls the supplied function for all tracked UFXSysteAsset stats.

code: template<typename TAction> static void ForAllSystemStats ( TAction Func )


className: DebugRenderListenerUsers

description: Track active worlds needing to render stats. Though we only create one listener. TODO: Maybe better to track by viewport than world?


description: Calls the supplied function for all trackedUWorldstats.

code: template<typename TAction> static void ForAllWorldStats ( TAction Func )


className: FreeComponentStatsPool

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) > > FreeComponentStatsPool;


className: FreeSystemStatsPool

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) > > FreeSystemStatsPool;


className: FreeWorldStatsPool

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) > > FreeWorldStatsPool;


code: static const [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) >, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) > > & GetCurrentComponentStats()


code: static [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * GetComponentPerfStats ( const [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) * FXComponent )


code: static const [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) >, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) > > & GetCurrentSystemStats()


code: static const [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UWorld](API\Runtime\Engine\Engine\UWorld) >, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) > > & GetCurrentWorldStats()


code: static [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * GetSystemPerfStats ( const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) * FXAsset )


code: static [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) * GetWorldPerfStats ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: Listeners

code: static [TArray](API\Runtime\Core\Containers\TArray)< FParticlePerfStatsListenerPtr, TInlineAllocator< 8 > > Listeners;


code: static void RemoveListener ( [FParticlePerfStatsListener](API\Runtime\Engine\Particles\FParticlePerfStatsListener) * Listener )


code: static void RemoveListener ( FParticlePerfStatsListenerPtr Listener )


code: static int32 RenderStats ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, class [FViewport](API\Runtime\Engine\FViewport) * Viewport, class [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation )


className: StatsEnabled

code: static int32 StatsEnabled;


className: SystemToPerfStats

code: static [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) >, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) > > SystemToPerfStats;


code: static void TogglePerfStatsRender ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: FParticlePerfStatsManager

code: class FParticlePerfStatsManager


className: WorldToPerfStats

code: static [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UWorld](API\Runtime\Engine\Engine\UWorld) >, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) > > WorldToPerfStats;


code: uint64 GetTotalMicroseconds() const


description: Stats gathered from the GPU

code: struct FParticlePerfStats_GPU


code: uint64 GetPerInstanceAvgCycles() const


code: uint64 GetTotalCycles_GTOnly() const


code: [FParticlePerfStats_GT](API\Runtime\Engine\Particles\FParticlePerfStats_GT) & operator= ( const [FParticlePerfStats_GT](API\Runtime\Engine\Particles\FParticlePerfStats_GT) & Other )


code: [FParticlePerfStats_GT](API\Runtime\Engine\Particles\FParticlePerfStats_GT) & operator= ( [FParticlePerfStats_GT](API\Runtime\Engine\Particles\FParticlePerfStats_GT) && Other )


code: FParticlePerfStats_GT ( const [FParticlePerfStats_GT](API\Runtime\Engine\Particles\FParticlePerfStats_GT) & Other )


code: FParticlePerfStats_GT ( [FParticlePerfStats_GT](API\Runtime\Engine\Particles\FParticlePerfStats_GT) && Other )


description: Stats gathered on the game thread or game thread spawned tasks.

code: struct FParticlePerfStats_GT

ActivationCycles

type: TAtomic< uint64...


description: Stats gathered on the render thread.

code: struct FParticlePerfStats_RT


code: int32 GetInstancePayloadSize() const


className: FParticleRandomSeedInfo

code: struct FParticleRandomSeedInfo

bGetSeedFromInstance

type: uint8: 1

description: If true, the module will attempt to get the seed from the owner instance.

bInstanceSeedIsIndex

description: If true, the seed value retrieved from the instance will be an index into the array of seeds.

bRandomlySelectSeedArray

description: If true, then randomly select a seed entry from the RandomSeeds array

bResetSeedOnEmitterLooping

description: If true, then reset the seed upon the emitter looping.

ParameterName

description: The name to expose to the placed instances for setting this seed

RandomSeeds

type: TArray< int32 >

description: The random seed values to utilize for the module.


className: FParticleRequiredModule

code: struct FParticleRequiredModule

bCutoutTexureIsValid

type: uint8:  1

BoundingGeometryBufferSRV

type: FRHIShaderResou...

FrameData

type: TArray< FVector...


code: FTransform GetAsyncActorToWorld() const


className: FParticleSpawnSignature

description: Fires when a particle is spawned

code: class FParticleSpawnSignature


code: FVector GetAsyncActorVelocity() const


className: FParticleSysParam

description: Struct used for a particular named instance parameter for this ParticleSystemComponent.

code: struct FParticleSysParam

Actor

type: TObjectPtr< cla...

Color

type: FColor

Name

description: The name of the parameter

ParamType

type: TEnumAsByte< en...

description: The type of parameters PSPT_None - There is no data type PSPT_Scalar - Use the scalar value PSPT_ScalarRand - Select a scalar value in the range [Scalar_Low..Scalar) PSPT_Vector - Use the vector value PSPT_VectorRand - Select a vector value in the range [Vector_Low..Vector) PSPT_Color - Use the color value PSPT_Actor - Use the actor value PSPT_Material - Use the material value PSPT_VectorUnitRand - Select a random unit vector and scale along the range [Vector_Low..Vector)


className: FParticleSystemLOD

description: Structure containing per-LOD settings that pertain to the entireUParticleSystem.

code: struct FParticleSystemLOD


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


className: FParticleSystemReplayFrame

description: A single frame within this replay

code: struct FParticleSystemReplayFrame

Emitters

type: TArray< struct ...

description: Emitter frame state data


className: FPSCTickListFunction

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) *, [FPSCTickData](API\Runtime\Engine\Particles\FPSCTickData) &, int32)> FPSCTickListFunction


code: static [FParticleSystemWorldManager](API\Runtime\Engine\Particles\FParticleSystemWorldManager) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * GetManagedComponent ( int32 Handle )


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


code: [FPSCTickData](API\Runtime\Engine\Particles\FPSCTickData) & GetTickData ( int32 Handle )


className: MaxTickGroup

code: static const int32 MaxTickGroup = (int32)TG_NewlySpawned;


description: Clean up dead components post GC

code: void HandlePostGarbageCollect()


code: bool RegisterComponent ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSC )


code: void Tick ( ETickingGroup TickGroup, float DeltaTime, ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


className: TickGroupEnum

code: static const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * TickGroupEnum = nullptr;


code: void UnregisterComponent ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSC )


className: WorldManagers

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UWorld](API\Runtime\Engine\Engine\UWorld) *, [FParticleSystemWorldManager](API\Runtime\Engine\Particles\FParticleSystemWorldManager) * > WorldManagers;


code: FParticleSystemWorldManager ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FParticleSystemWorldManager

description: Main manager class for particle systems in the world.

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


description: Function to give a 'context' for this tick, used for grouped active tick reporting

code: virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed )


description: Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph


description: Abstract function actually execute the tick.

code: virtual void ExecuteTick ( float DeltaTime, ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


className: FParticleSystemWorldManagerTickFunction

code: struct FParticleSystemWorldManagerTickFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)

Owner

type: FParticleSystem...


description: Gets a PSC from the pool ready for use.

code: [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * Acquire ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * Template, EPSCPoolMethod PoolingMethod )


code: virtual ~FParticleSystemWorldManager()


description: Kills any components that have not been used since the passed KillTime.

code: void KillUnusedComponents ( float KillTime, [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * Template )


description: Returns a PSC to the pool.

code: void Reclaim ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSC, const float CurrentTimeSeconds )


className: FPSCPool

code: struct FPSCPool

FreeElements

type: TArray<FPSCPoo...

description: Collection of all currently allocated, free items ready to be grabbed for use.

type: TArray<TWeakOb...

description: Array of currently in flight components that will auto release.

description: Array of currently in flight components that need manual release.

MaxUsed

description: Keeping track of max in flight systems to help inform any future pre-population we do.


code: FPSCPoolElem ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InPSC, float InLastUsedTime )


className: FPSCPoolElem

code: struct FPSCPoolElem

LastUsedTime

type: float

PSC

type: TObjectPtr<UPa...


className: FPSCTickData

description: All data relating to a particle system's ticking. Kept in a cache friendly package.

code: struct FPSCTickData

bCanTickConcurrent

description: True if this PSC can have it's concurrent tick run on task threads.

bPendingReregister

description: True if we've been registered on the same frame we've just unregistered.

bPendingUnregister

description: True if we've unregistered during this frame.

PrereqComponent

type: TObjectPtr<UAc...

description: In most cases, PSCs can just consider a single prerequisite if any. i.e. their attach parent.

TickGroup

type: TEnumAsByte< ET...

description: Tick group.

TickListHandle

description: Handle into a static tick list, if we're using static lists.


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: FSubUVBoundingGeometryBuffer ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > * InVertices )


className: FSubUVBoundingGeometryBuffer

code: class FSubUVBoundingGeometryBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)

ShaderResourceView

type: FShaderResource...


code: void Build ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * SubUVTexture, int32 SubImages_Horizontal, int32 SubImages_Vertical, ESubUVBoundingVertexCount BoundingMode, float AlphaThreshold, EOpacitySourceMode OpacitySourceMode )


code: static [FString](API\Runtime\Core\Containers\FString) GetDDCKeyString ( const [FGuid](API\Runtime\Core\Misc\FGuid) & StateId, int32 SizeX, int32 SizeY, int32 Mode, float AlphaThreshold, int32 OpacitySourceMode )


code: void Serialize ( [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


code: static void GetFeedback ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * SubUVTexture, int32 SubImages_Horizontal, int32 SubImages_Vertical, ESubUVBoundingVertexCount BoundingMode, float AlphaThreshold, EOpacitySourceMode OpacitySourceMode, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutErrors, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutWarnings, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutInfo )


className: FSubUVDerivedData

code: class FSubUVDerivedData


description: Called on non-UMA systems after the RHI has copied the resource data, and no longer needs the CPU's copy.

code: virtual void Discard()


description: true if the resource keeps a copy of its resource data after the RHI resource has been created

code: virtual bool GetAllowCPUAccess() const


description: A pointer to the resource data.

code: virtual const void * GetResourceData() const


description: true if the resource array is static and shouldn't be modified

code: virtual bool IsStatic() const


description: size of resource data allocation

code: virtual uint32 GetResourceDataSize() const


description: Sets whether the resource array will be accessed by CPU.

code: virtual void SetAllowCPUAccess ( bool bInNeedsCPUAccess )


className: FSubUVVertexResourceArray

description: Resource array to pass

code: class FSubUVVertexResourceArray : public [FResourceArrayInterface](API\Runtime\Core\Containers\FResourceArrayInterface)


code: void Cleanup ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Dumps the current state of the pool to the log.

code: void Dump()


code: [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * CreateWorldParticleSystem ( [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * Template, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, EPSCPoolMethod PoolingMethod )


description: Called when an in-use particle component is finished and wishes to be returned to the pool.

code: void ReclaimWorldParticleSystem ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSC )


code: FSubUVVertexResourceArray ( void * InData, uint32 InSize )


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


className: UParticleModuleKillBase

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


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


className: UParticleModuleKillBox

code: class UParticleModuleKillBox : public [UParticleModuleKillBase](API\Runtime\Engine\Particles\Kill\UParticleModuleKillBase)

bAbsolute

type: uint32: 1

description: If true, the box coordinates are in world space./

bAxisAlignedAndFixedSize

description: If true, the box will always be axis aligned and non-scalable.

bKillInside

description: If true, particles INSIDE the box will be killed.

LowerLeftCorner

type: FRawDistributio...

description: The lower left corner of the box.

UpperRightCorner

description: The upper right corner of the box.


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


className: UParticleModuleKillHeight

code: class UParticleModuleKillHeight : public [UParticleModuleKillBase](API\Runtime\Engine\Particles\Kill\UParticleModuleKillBase)

bAbsolute

description: If true, the height should be treated as a world-space position.

bApplyPSysScale

description: If true, take the particle systems scale into account

bFloor

description: If true, the plane should be considered a floor - ie kill anything BELOW it.

Height

description: The height at which to kill the particle.


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: Return the maximum lifetime this module would return.

code: virtual float GetMaxLifetime()


description:
Return the lifetime value at the given time.
float The Lifetime value

code: virtual float GetLifetimeValue ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, float InTime, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Data )


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 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: Extended version of spawn, allows for using a random stream for distribution value retrieval

code: void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


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


className: UParticleModuleLifetime

code: class UParticleModuleLifetime : public [UParticleModuleLifetimeBase](API\Runtime\Engine\Particles\Lifetime\UParticleModuleLifetimeBase)

Lifetime

description: The lifetime of the particle, in seconds.


className: UParticleModuleLifetimeBase

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


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


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

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


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()


code: class UParticleModuleLifetime_Seeded : public [UParticleModuleLifetime](API\Runtime\Engine\Particles\Lifetime\UParticleModuleLifetime)

RandomSeedInfo

type: FParticleRandom...

description: The random seed(s) to use for looking up values in StartLocation


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


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

code: virtual bool CanTickInAnyThread()


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

code: virtual EModuleType GetModuleType() 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: 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 )


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


code: void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


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


className: UParticleModuleLight

code: class UParticleModuleLight : public [UParticleModuleLightBase](API\Runtime\Engine\Particles\Light\UParticleModuleLightBase)

bAffectsTranslucency

type: bool

description: Whether lights from this module should affect translucency.

bHighQualityLights

description: Converts the particle lights into high quality lights as if they came from a PointLightComponent.

bOverrideInverseExposureBlend

type: uint32:  1

description: When enabled we will override the project default setting with our local setting.

bPreviewLightRadius

description: Will draw wireframe spheres to preview the light radius if enabled.

BrightnessOverLife

description: Brightness scale for the light, which can be setup as a curve over the particle's lifetime.

bShadowCastingLights

description: Whether to cast shadows from the particle lights.

bUseInverseSquaredFalloff

description: Whether to use physically based inverse squared falloff from the light.

ColorScaleOverLife

description: Scale that is applied to the particle's color to calculate the light's color, and can be setup as a curve over the particle's lifetime.

InverseExposureBlend

description: Blend Factor used to blend between Intensity and Intensity/Exposure.

LightExponent

description: Provides the light's exponent when inverse squared falloff is disabled.

LightingChannels

type: FLightingChanne...

description: Channels that this light should affect.

RadiusScale

description: Scales the particle's radius, to calculate the light's radius.

SpawnFraction

description: Fraction of particles in this emitter to create lights on.

VolumetricScatteringIntensity

description: Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.


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


className: UParticleModuleLightBase

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


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


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

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


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()


code: class UParticleModuleLight_Seeded : public [UParticleModuleLight](API\Runtime\Engine\Particles\Light\UParticleModuleLight)

RandomSeedInfo

description: The random seed(s) to use for looking up values in StartLocation


className: FLocationBoneSocketInfo

code: struct FLocationBoneSocketInfo

BoneSocketName

type: FName

description: The name of the bone/socket on the skeletal mesh

Offset

type: FVector

description: The offset from the bone/socket to use


description: Initialize array proxies and map to memory that has been allocated in the emitter's instance data buffer

code: void InitArrayProxies ( int32 FixedArraySize )


description: ModuleLocationBoneSocket instance payload

BoneSocketVelocities

type: TPreallocatedAr...

description: The velocity of each bone/socket.

CachedActor

type: TWeakObjectPtr<...

description: Actor pointer we took the skel mesh comp from.

LastSelectedIndex

description: The last selected index into the socket array

PreSelectedBoneSocketIndices

description: The pre selected bone socket indices.

PrevFrameBoneSocketPositions

description: The position of each bone/socket from the previous tick.

SourceComponent

description: The skeletal mesh component used as the source of the sockets


description: ModuleLocationVertSurface per-particle payload - only used if updating each frame

SourceIndex

description: The index of the socket this particle is 'attached' to


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


description: ModuleLocationVertSurface instance payload

BoneVelocities

description: The velocity of each bone. Used to calculate the inherited bone velocity when spawning particles.

CachedActor

description: Actor that owns the skel mesh component we're using.

MeshMinLOD

description: Min LOD for the current mesh. INDEX_NONE if the mesh is not valid.

NumValidAssociatedBoneIndices

description: The number of valid bone indices that which can be used for .

PrevFrameBonePositions

description: The position of each bone from the previous tick.

ValidAssociatedBoneIndices

description: Bone indices for the associated bone names.

VertIndex

description: The index of the vertice this particle system spawns from


RandomSeedInfo

description: The random seed(s) to use for looking up values in StartLocation


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


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: 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: 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: Extended version of spawn, allows for using a random stream for distribution value retrieval

code: virtual void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


className: UParticleModuleLocationBase

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


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


className: UParticleModuleLocation

code: class UParticleModuleLocation : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)

DistributeOverNPoints

description: When set to a non-zero value this will force the particles to only spawn on evenly distributed positions between the two points specified.

DistributeThreshold

description: When DistributeOverNPoints is set to a non-zero value, this specifies the ratio of particles spawned that should use the distribution.

StartLocation

description: The location the particle should be emitted.


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


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: Return false if this emitter requires a game thread tick

code: virtual bool CanTickInAnyThread()


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 )


code: bool GetBoneInfoForSourceIndex ( [FModuleLocationBoneSocketInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationBoneSocketInstanc-) * InstancePayload, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SourceComponent, int32 SourceIndex, FMatrix & OutBoneMatrix, FVector & OutOffset ) const


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:
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:
Retrieve the position for the given socket index.
bool true if successful, false if not

code: bool GetParticleLocation ( [FModuleLocationBoneSocketInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationBoneSocketInstanc-) * InstancePayload, [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelMeshComponent, int32 InBoneSocketIndex, FVector & OutPosition, FQuat * OutRotation )


code: int32 GetMaxSourceIndex ( [FModuleLocationBoneSocketInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationBoneSocketInstanc-) * Payload, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SourceComponent ) const


description:
Retrieve the skeletal mesh component source to use for the current emitter instance.
USkeletalMeshComponent* The skeletal mesh component to use as the source

code: void GetSkeletalMeshComponentSource ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FModuleLocationBoneSocketInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationBoneSocketInstanc-) * InstancePayload )


description: If we're updating our position each frame, there's no point in inheriting bone velocity.

code: bool InheritingBoneVelocity() const


code: bool GetSocketInfoForSourceIndex ( [FModuleLocationBoneSocketInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationBoneSocketInstanc-) * InstancePayload, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SourceComponent, int32 SourceIndex, [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) *& OutSocket, FVector & OutOffset ) const


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


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

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


description: Selects the next socket or bone index to spawn from.

code: int32 SelectNextSpawnIndex ( [FModuleLocationBoneSocketInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationBoneSocketInstanc-) * InstancePayload, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SourceComponent, [FRandomStream](API\Runtime\Core\Math\FRandomStream) & InRandomStream )


code: void RegeneratePreSelectedIndices ( [FModuleLocationBoneSocketInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationBoneSocketInstanc-) * InstancePayload, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SourceComponent, [FRandomStream](API\Runtime\Core\Math\FRandomStream) & InRandomStream )


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

code: virtual bool PerformCustomMenuEntry ( int32 InEntryIndex )


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: 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: Validate that all LOD levels will not have issues with indexing into SourceLocations

code: static void ValidateLODLevels ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter, int32 iModule )


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


code: void UpdatePrevBoneLocationsAndVelocities ( [FModuleLocationBoneSocketInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationBoneSocketInstanc-) * InstancePayload, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SourceComponent, 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: UParticleModuleLocationBoneSocket ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UParticleModuleLocationBoneSocket

code: class UParticleModuleLocationBoneSocket : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)

bInheritBoneVelocity

description: If true, particles inherit the associated bone velocity when spawned

bOrientMeshEmitters

description: If true, rotate mesh emitter meshes to orient w/ the socket. Currently does nothing.

bUpdatePositionEachFrame

description: If true, update the particle locations each frame with that of the bone/socket

EditorSkelMesh

type: TObjectPtr< cla...

description: The name of the skeletal mesh to use in the editor

InheritVelocityScale

description: A scale on how much of the bone's velocity a particle will inherit.

NumPreSelectedIndices

description: When we have no source locations and we need to track bone velocities due to bInheritBoneVelocity, we pre select a set of bones to use each frame.

SelectionMethod

type: TEnumAsByte< en...

description: The method by which to select the bone/socket to spawn at.

SkelMeshActorParamName

description: The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game.

SourceIndexMode

type: EBoneSocketSour...

description: How particle SourceIndex should be interpreted.

SourceLocations

type: TArray< struct ...

description: The name(s) of the bone/socket(s) to position at.

SourceType

description: Whether the module uses Bones or Sockets for locations.

UniversalOffset

description: An offset to apply to each bone/socket


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()


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


className: UParticleModuleLocationDirect

code: class UParticleModuleLocationDirect : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)

Direction

description: Currently unused.

Location

description: The location of the particle at a give time.

LocationOffset

description: An offset to apply to the position retrieved from the Location calculation.

ScaleFactor

description: Scales the velocity of the object at a given point in the time-line.


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


className: UParticleModuleLocationEmitter

code: class UParticleModuleLocationEmitter : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)

bInheritSourceRotation

description: If true, the spawned particle should inherit the rotation of the source particle.

EmitterName

description: Variables.

InheritSourceRotationScale

type: float

description: Amount to scale the source rotation by when inheriting it.

InheritSourceVelocity

description: If true, the spawned particle should inherit the velocity of the source particle.

InheritSourceVelocityScale

description: Amount to scale the source velocity by when inheriting it.

SelectionMethod

description: The method to use when selecting a spawn target particle from the emitter.


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


className: UParticleModuleLocationEmitterDirect

code: class UParticleModuleLocationEmitterDirect : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)

EmitterName

description: The name of the emitter to use as a source for the location of the particles.


code: virtual void DetermineUnitDirection ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, FVector & vUnitDir, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream )


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

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


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


className: UParticleModuleLocationPrimitiveBase

code: class UParticleModuleLocationPrimitiveBase : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)

description: Whether the negative X axis is valid for spawning.

description: Whether the negative Y axis is valid for spawning.

description: Whether the negative Zaxis is valid for spawning.

description: Whether the positive X axis is valid for spawning.

description: Whether the positive Y axis is valid for spawning.

description: Whether the positive Z axis is valid for spawning.

StartLocation

description: The location of the bounding primitive relative to the position of the emitter.

SurfaceOnly

description: Whether particles will only spawn on the surface of the primitive.

Velocity

description: Whether the particle should get its velocity from the position within the primitive.

VelocityScale

description: The scale applied to the velocity. (Only used if 'Velocity' is checked).


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: Extended version of spawn, allows for using a random stream for distribution value retrieval

code: void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


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


HeightAxis

description: Determine the particle system axis that should represent the height of the cylinder.

RadialVelocity

description: If true, get the particle velocity form the radial distance inside the primitive.

StartHeight

description: The height of the cylinder, centered about the location.

StartRadius

description: The radius of the cylinder.


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


className: UParticleModuleLocationPrimitiveSphere

description: The radius of the sphere. Retrieved using EmitterTime.


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.


description: Initializes the default values for this property

code: void InitializeDefaults()


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


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: class UParticleModuleLocationPrimitiveTriangle : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)


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

code: virtual bool CanTickInAnyThread()


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:
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:
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 position for the given socket index.
bool true if successful, false if not

code: bool GetParticleLocation ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FModuleLocationVertSurfaceInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationVertSurfaceInstan-) * InstPayload, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelMeshComponent, int32 InPrimaryVertexIndex, FVector & OutPosition, FQuat & OutRotation, bool bSpawning )


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: Retrieve the skeletal mesh component source to use for the current emitter instance.

code: void GetSkeletalMeshComponentSource ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FModuleLocationVertSurfaceInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationVertSurfaceInstan-) * InstancePayload )


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

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


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:
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:
Check to see if the vert is influenced by a bone on our approved list.
bool true if it is influenced by an approved bone, false otherwise.

code: bool VertInfluencedByActiveBone ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FModuleLocationVertSurfaceInstancePayload](API\Runtime\Engine\Particles\Location\FModuleLocationVertSurfaceInstan-) * InstPayload, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelMeshComponent, int32 InVertexIndex, int32 * OutBoneIndex )


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


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 )


description: Updates the indices list with the bone index for each named bone in the editor exposed values.

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


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


description: Extended version of spawn, allows for using a random stream for distribution value retrieval

code: virtual void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


className: UParticleModuleLocationWorldOffset

code: class UParticleModuleLocationWorldOffset : public [UParticleModuleLocation](API\Runtime\Engine\Particles\Location\UParticleModuleLocation)


className: UParticleModuleLocationSkelVertSurface

code: class UParticleModuleLocationSkelVertSurface : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)

bEnforceNormalCheck

description: When true use the RestrictToNormal and NormalTolerance values to check surface normals

bInheritBoneVelocity

description: If true, particles inherit the associated bone velocity when spawned

bInheritUV

description: If true, particles inherit the associated UV data on spawn.

bInheritVertexColor

description: If true, particles inherit the associated vertex color on spawn.

bOrientMeshEmitters

description: If true, rotate mesh emitter meshes to orient w/ the vert/surface

bUpdatePositionEachFrame

description: If true, update the particle locations each frame with that of the vert/surface

EditorSkelMesh

description: The name of the skeletal mesh to use in the editor

InheritUVChannel

description: UV channel to inherit from the spawn mesh, internally clamped to those available.

InheritVelocityScale

description: A scale on how much of the bone's velocity a particle will inherit.

NormalCheckTolerance

description: Normal tolerance.

NormalCheckToleranceDegrees

description: Normal tolerance. 0 degrees means it must be an exact match, 180 degrees means it can be any angle.

NormalToCompare

description: Use this normal to restrict spawning locations

SkelMeshActorParamName

description: The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game.

SourceType

description: Whether the module uses Verts or Surfaces for locations.

UniversalOffset

description: An offset to apply to each vert/surface

ValidAssociatedBones

type: TArray<FName>

description: This module will only spawn from verts or surfaces associated with the bones in this list

ValidMaterialIndices

type: TArray< int32 >

description: Array of material indices that are valid materials to spawn from.


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: Called when an emitter instance is looping...

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


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


RandomSeedInfo

description: The random seed(s) to use for looking up values in StartLocation


code: class UParticleModuleLocation_Seeded : public [UParticleModuleLocation](API\Runtime\Engine\Particles\Location\UParticleModuleLocation)


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


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

code: virtual bool CanTickInAnyThread()


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: 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()


className: UParticleModuleSourceMovement

code: class UParticleModuleSourceMovement : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)

SourceMovementScale

description: The scale factor to apply to the source movement before adding to the particle location.


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


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


className: UParticleModuleMaterialBase

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


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


className: UParticleModuleMeshMaterial

code: class UParticleModuleMeshMaterial : public [UParticleModuleMaterialBase](API\Runtime\Engine\Particles\Material\UParticleModuleMaterialBase)

MeshMaterials

type: TArray<TObject...

description: The array of materials to apply to the mesh particles.


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

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


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


className: UParticleModulePivotOffset

code: class UParticleModulePivotOffset : public [UParticleModuleLocationBase](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBase)

PivotOffset

description: Offset applied in UV space to the particle vertex positions.


className: FOrbitOptions

description: Container struct for holding options on the data updating for the module.

code: struct FOrbitOptions

bProcessDuringSpawn

type: uint32: 1

description: Whether to process the data during spawning.

bProcessDuringUpdate

description: Whether to process the data during updating.

bUseEmitterTime

description: Whether to use emitter time during data retrieval.


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 )


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


className: UParticleModuleOrbit

code: class UParticleModuleOrbit : public [UParticleModuleOrbitBase](API\Runtime\Engine\Particles\Orbit\UParticleModuleOrbitBase)

ChainMode

description: Orbit modules will chain together in the order they appear in the module stack.

OffsetAmount

type: FRawDistributio...

description: The amount to offset the sprite from the particle position.

OffsetOptions

type: FOrbitOptions

description: The options associated with the OffsetAmount look-up.

RotationAmount

description: The amount (in 'turns') to rotate the offset about the particle position.

RotationOptions

description: The options associated with the RotationAmount look-up.

RotationRateAmount

description: The rate (in 'turns') at which to rotate the offset about the particle positon.

RotationRateOptions

description: The options associated with the RotationRateAmount look-up.


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


className: UParticleModuleOrbitBase

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

bUseEmitterTime

description: If true, distribution values will be retrieved using the EmitterTime.


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

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


code: virtual void SetLockAxis ( EParticleAxisLock eLockFlags )


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


className: UParticleModuleOrientationAxisLock

code: class UParticleModuleOrientationAxisLock : public [UParticleModuleOrientationBase](API\Runtime\Engine\Particles\Orientation\UParticleModuleOrientationBase)

LockAxisFlags

type: TEnumAsByte< EP...

description: The lock axis flag setting.


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


className: UParticleModuleOrientationBase

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


code: FEmitterDynamicParameter ( [FName](API\Runtime\Core\UObject\FName) InParamName, uint32 InUseEmitterTime, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EEmitterDynamicParameterValue > InValueMethod, [UDistributionFloatConstant](API\Runtime\Engine\Distributions\UDistributionFloatConstant) * InDistribution )


className: FEmitterDynamicParameter

description: Helper structure for displaying the parameter.

code: struct FEmitterDynamicParameter

bScaleVelocityByParamValue

description: If true, scale the velocity value selected in ValueMethod by the evaluated ParamValue.

bSpawnTimeOnly

description: If true, only set the value at spawn time of the particle, otherwise update each frame.

bUseEmitterTime

description: If true, use the EmitterTime to retrieve the value, otherwise use Particle RelativeTime.

ParamName

description: The parameter name - from the material DynamicParameter expression. READ-ONLY

ParamValue

description: The distriubtion for the parameter value.

ValueMethod

description: Where to get the parameter value from.


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

code: virtual bool CanTickInAnyThread()


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


className: UParticleModuleParameterBase

code: class UParticleModuleParameterBase : 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:
Retrieve the value for the parameter at the given index.
float The value for the parameter.

code: float GetParameterValue ( [FEmitterDynamicParameter](API\Runtime\Engine\Particles\Parameter\FEmitterDynamicParameter) & InDynParams, [FBaseParticle](API\Runtime\Engine\FBaseParticle) & Particle, [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream )


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 )


code: float GetParameterValue_UserSet ( [FEmitterDynamicParameter](API\Runtime\Engine\Particles\Parameter\FEmitterDynamicParameter) & InDynParams, [FBaseParticle](API\Runtime\Engine\FBaseParticle) & Particle, [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream )


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: Initializes the default values for this property

code: void InitializeDefaults()


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: Refresh the module...

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


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 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 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: Extended version of spawn, allows for using a random stream for distribution value retrieval

code: void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description: Update the parameter names with the given material...

code: virtual void UpdateParameterNames ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterialInterface )


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: Set the UpdatesFlags and bUsesVelocity

code: virtual void UpdateUsageFlags()


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


className: UParticleModuleParameterDynamic

code: class UParticleModuleParameterDynamic : public [UParticleModuleParameterBase](API\Runtime\Engine\Particles\Parameter\UParticleModuleParameterBase)

DynamicParams

description: The dynamic parameters this module uses.

UpdateFlags

description: Flags for optimizing update


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

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


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()


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


code: class UParticleModuleParameterDynamic_Seeded : public [UParticleModuleParameterDynamic](API\Runtime\Engine\Particles\Parameter\UParticleModuleParameterDynamic)

RandomSeedInfo

type: FParticleRandom...

description: The random seed(s) to use for looking up values in StartLocation


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

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


code: void InitializeDefaults()


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


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


code: virtual void PostInitProperties()


className: UParticleModuleMeshRotation

code: class UParticleModuleMeshRotation : public [UParticleModuleRotationBase](API\Runtime\Engine\Particles\Rotation\UParticleModuleRotationBase)

bInheritParent

description: If true, apply the parents rotation as well.

StartRotation

description: Initial rotation in ROTATIONS PER SECOND (1 = 360 degrees).


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


code: class UParticleModuleMeshRotation_Seeded : public [UParticleModuleMeshRotation](API\Runtime\Engine\Particles\Rotation\UParticleModuleMeshRotation)


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


code: void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


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


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


className: UParticleModuleRotationBase

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


className: UParticleModuleRotation

code: class UParticleModuleRotation : public [UParticleModuleRotationBase](API\Runtime\Engine\Particles\Rotation\UParticleModuleRotationBase)

description: Initial rotation of the particle (1 = 360 degrees). The value is retrieved using the EmitterTime.


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


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


className: UParticleModuleRotationOverLifetime

code: class UParticleModuleRotationOverLifetime : public [UParticleModuleRotationBase](API\Runtime\Engine\Particles\Rotation\UParticleModuleRotationBase)

RotationOverLife

description: The rotation of the particle (1.0 = 360 degrees).

Scale

description: If true, the particle rotation is multiplied by the value retrieved from RotationOverLife.


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


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


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


code: class UParticleModuleRotation_Seeded : public [UParticleModuleRotation](API\Runtime\Engine\Particles\Rotation\UParticleModuleRotation)


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


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


LifeMultiplier

description: The scale factor that should be applied to the rotation rate.


className: UParticleModuleMeshRotationRate

code: class UParticleModuleMeshRotationRate : public [UParticleModuleRotationRateBase](API\Runtime\Engine\Particles\RotationRate\UParticleModuleRotationRateBase)

StartRotationRate

description: Initial rotation rate, in rotations per second. The value is retrieved using the EmitterTime.


description: Extended version of spawn, allows for using a random stream for distribution value retrieval

code: void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


code: virtual bool TouchesMeshRotation() const


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


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


className: UParticleModuleMeshRotationRateOverLife

bScaleRotRate

description: If true, scale the current rotation rate by the value retrieved.

RotRate

description: The rotation rate desired. The value is retrieved using the RelativeTime of the particle.


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


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


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


RandomSeedInfo

description: The random seed(s) to use for looking up values in StartLocation


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

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


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


className: UParticleModuleRotationRate

code: class UParticleModuleRotationRate : public [UParticleModuleRotationRateBase](API\Runtime\Engine\Particles\RotationRate\UParticleModuleRotationRateBase)


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


className: UParticleModuleRotationRateBase

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


code: void InitializeDefaults()


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


code: virtual void PostInitProperties()


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


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


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


className: UParticleModuleRotationRateMultiplyLife


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


code: class UParticleModuleRotationRate_Seeded : public [UParticleModuleRotationRate](API\Runtime\Engine\Particles\RotationRate\UParticleModuleRotationRate)


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


code: void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


className: UParticleModuleSize

code: class UParticleModuleSize : public [UParticleModuleSizeBase](API\Runtime\Engine\Particles\Size\UParticleModuleSizeBase)

StartSize

description: The initial size that should be used for a particle.


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


className: UParticleModuleSizeBase

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


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


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 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 )


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


className: UParticleModuleSizeMultiplyLife

code: class UParticleModuleSizeMultiplyLife : public [UParticleModuleSizeBase](API\Runtime\Engine\Particles\Size\UParticleModuleSizeBase)

LifeMultiplier

description: The scale factor for the size that should be used for a particle.

MultiplyX

description: If true, the X-component of the scale factor will be applied to the particle size X-component.

MultiplyY

description: If true, the Y-component of the scale factor will be applied to the particle size Y-component.

MultiplyZ

description: If true, the Z-component of the scale factor will be applied to the particle size Z-component.


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


description: Initializes the default values for this property

code: void InitializeDefaults()


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


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


className: UParticleModuleSizeScale

code: class UParticleModuleSizeScale : public [UParticleModuleSizeBase](API\Runtime\Engine\Particles\Size\UParticleModuleSizeBase)

EnableX

description: Ignored

EnableY

description: Ignored

EnableZ

description: Ignored

SizeScale

description: The amount the BaseSize should be scaled before being used as the size of the particle.


description: Compile the effects of this module on runtime simulation.


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


className: UParticleModuleSizeScaleBySpeed

code: class UParticleModuleSizeScaleBySpeed : public [UParticleModuleSizeBase](API\Runtime\Engine\Particles\Size\UParticleModuleSizeBase)

MaxScale

description: The maximum amount by which to scale a particle in each dimension.

SpeedScale

description: Byhow much speed affects the size of the particle in each dimension.


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

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


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


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()


code: class UParticleModuleSize_Seeded : public [UParticleModuleSize](API\Runtime\Engine\Particles\Size\UParticleModuleSize)

RandomSeedInfo

description: The random seed(s) to use for looking up values in StartLocation