description: Sets whether or not the system can render while seeking.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Can Render While Seeking")) void SetCanRenderWhileSeeking ( bool bInCanRenderWhileSeeking )


description: Sets the custom time dilation value for the component. Note: This is only available on components that are in solo mode currently.

module: Niagara

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara) void SetCustomTimeDilation ( float Dilation )


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

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


description: Sets the desired age of the System instance. This is only relevant when using the DesiredAge age update mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Desired Age")) void SetDesiredAge ( float InDesiredAge )


description: Enables/Disables a sub-emitter

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


description: Sets the fixed bounds for an emitter instance, this overrides all other bounds. The box is expected to be in local space not world space. A default uninitialized box will clear the fixed bounds and revert back to emitter fixed / dynamic bounds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara) void SetEmitterFixedBounds ( [FName](API\Runtime\Core\UObject\FName) EmitterName, FBox LocalBounds )


description: Change a named float parameter

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter, Category=Scalability, Meta=(Keywords="LOD scalability")) void SetForceLocalPlayerEffect ( bool bIsPlayerEffect )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Forced Solo Mode")) void SetForceSolo ( bool bInForceSolo )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara) void SetGpuComputeDebug ( bool bEnableDebug )


description: Change a named int parameter

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


description: Sets whether or not the delta time used to tick the system instance when using desired age is locked to the seek delta. When true, the system instance will only be ticked when the desired age has changed by more than the seek delta. When false the system instance will be ticked by the change in desired age when not seeking.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set whether or not to lock the desired age delta time to the seek delta.")) void SetLockDesiredAgeDeltaTimeToSeekDelta ( bool bLock )


code: void SetLODDistance ( float InLODDistance, float InMaxLODDistance )


description: Deprecated* This method will be removed in a future release. Please update to use theFNamevariant

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Actor)", Keywords="user parameter variable actor")) void SetNiagaraVariableActor ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Sets the maximum CPU time in seconds we will simulate to the desired age, when we go beyond this limit ticks will be processed in the next frame. This is only relevant when using the DesiredAge age update mode. Note: The componet will not be visibile if we have ticks to process and SetCanRenderWhileSeeking is set to true

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Max Desired Age Tick Delta")) void SetMaxSimTime ( float InMaxTime )


description: Sets a Niagara bool parameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Bool)", Keywords="user parameter variable bool")) void SetNiagaraVariableBool ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, bool InValue )


description: Sets a Niagara int parameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Int32)", Keywords="user parameter variable int")) void SetNiagaraVariableInt ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, int32 InValue )


description: Sets a Niagara float parameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Float)", Keywords="user parameter variable float")) void SetNiagaraVariableFloat ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, float InValue )


description: Sets a NiagaraFLinearColorparameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (LinearColor)", Keywords="user parameter variable color")) void SetNiagaraVariableLinearColor ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InValue )


description: Sets a Niagara matrix parameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Matrix)", Keywords="user parameter variable matrix")) void SetNiagaraVariableMatrix ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, const FMatrix & InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Object)", Keywords="user parameter variable object")) void SetNiagaraVariableObject ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Sets a Niagara Position parameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Position)", Keywords="user parameter variable vector position lwc")) void SetNiagaraVariablePosition ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, FVector InValue )


description: Sets a Niagara quaternion parameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Quaternion)", Keywords="user parameter variable quaternion rotation")) void SetNiagaraVariableQuat ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, const FQuat & InValue )


description: Sets a Niagara Vector2 parameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Vector2)", Keywords="user parameter variable vector")) void SetNiagaraVariableVec2 ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, FVector2D InValue )


description: Sets a Niagara Vector3 parameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Vector3)", Keywords="user parameter variable vector")) void SetNiagaraVariableVec3 ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, FVector InValue )


description: Sets a Niagara Vector4 parameter by name, overriding locally if necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable By String (Vector4)", Keywords="user parameter variable vector")) void SetNiagaraVariableVec4 ( const [FString](API\Runtime\Core\Containers\FString) & InVariableName, const FVector4 & InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara) void SetOcclusionQueryMode ( [ENiagaraOcclusionQueryMode](API\Plugins\Niagara\ENiagaraOcclusionQueryMode) Mode )


code: void SetParameterOverride ( const [FNiagaraVariableBase](API\Plugins\Niagara\FNiagaraVariableBase) & InKey, const [FNiagaraVariant](API\Plugins\Niagara\FNiagaraVariant) & InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara) void SetPaused ( bool bInPaused )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Preview, Meta=(Keywords="preview LOD Distance scalability")) void SetPreviewLODDistance ( bool bEnablePreviewLODDistance, float PreviewLODDistance, float PreviewMaxDistance )


description: Sets whether or not rendering is enabled for this component.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Rendering Enabled")) void SetRenderingEnabled ( bool bInRenderingEnabled )


description: Sets the delta value which is used when seeking from the current age, to the desired age. This is only relevant when using the DesiredAge age update mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Desired Age Seek Delta")) void SetSeekDelta ( float InSeekDelta )


description: Sets the simulation cache to use for the component. A null SimCache parameter will clear the active simulation cache. When clearing a simulation cache that has been running you may wish to reset or continue, this option is only valid when using a full simulation cache. A renderer only cache will always reset as we can not continue the simulation due to missing simulation data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=SimCache) void SetSimCache ( [UNiagaraSimCache](API\Plugins\Niagara\UNiagaraSimCache) * SimCache, bool bResetSystem )


description: Sets the fixed bounds for the system instance, this overrides all other bounds. The box is expected to be in local space not world space. A default uninitialized box will clear the fixed bounds and revert back to system fixed / dynamic bounds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara) void SetSystemFixedBounds ( FBox LocalBounds )


description: The significant index for this component. i.e. this is the Nth most significant instance of it's system in the scene. Passed to the script to allow us to scale down internally for less significant systems instances.

code: void SetSystemSignificanceIndex ( int32 InIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Tick Behavior")) void SetTickBehavior ( [ENiagaraTickBehavior](API\Plugins\Niagara\ENiagaraTickBehavior) NewTickBehavior )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Random Seed Offset")) void SetRandomSeedOffset ( int32 NewRandomSeedOffset )


description: SetAutoAttachmentParameters()

code: virtual void SetUseAutoManageAttachment ( bool bAutoManage )


description: Removes all local overrides and replaces them with the values from the source System - note: this also removes the editor overrides from the component as it is used by the pooling mechanism to prevent values leaking between different instances.

code: void SetUserParametersToDefaultValues()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Actor)", Keywords="user parameter variable actor")) void SetVariableActor ( [FName](API\Runtime\Core\UObject\FName) InVariableName, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Bool)", Keywords="user parameter variable bool")) void SetVariableBool ( [FName](API\Runtime\Core\UObject\FName) InVariableName, bool InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Float)", Keywords="user parameter variable float")) void SetVariableFloat ( [FName](API\Runtime\Core\UObject\FName) InVariableName, float InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Int32)", Keywords="user parameter variable int")) void SetVariableInt ( [FName](API\Runtime\Core\UObject\FName) InVariableName, int32 InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (LinearColor)", Keywords="user parameter variable color")) void SetVariableLinearColor ( [FName](API\Runtime\Core\UObject\FName) InVariableName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Material)", Keywords="user parameter variable material")) void SetVariableMaterial ( [FName](API\Runtime\Core\UObject\FName) InVariableName, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Object )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Matrix)", Keywords="user parameter variable matrix")) void SetVariableMatrix ( [FName](API\Runtime\Core\UObject\FName) InVariableName, const FMatrix & InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Object)", Keywords="user parameter variable object")) void SetVariableObject ( [FName](API\Runtime\Core\UObject\FName) InVariableName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Position)", Keywords="user parameter variable vector position lwc")) void SetVariablePosition ( [FName](API\Runtime\Core\UObject\FName) InVariableName, FVector InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Quaternion)", Keywords="user parameter variable quaternion rotation")) void SetVariableQuat ( [FName](API\Runtime\Core\UObject\FName) InVariableName, const FQuat & InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Static Mesh)", Keywords="user parameter variable mesh")) void SetVariableStaticMesh ( [FName](API\Runtime\Core\UObject\FName) InVariableName, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (TextureRenderTarget)")) void SetVariableTextureRenderTarget ( [FName](API\Runtime\Core\UObject\FName) InVariableName, class [UTextureRenderTarget](API\Runtime\Engine\Engine\UTextureRenderTarget) * TextureRenderTarget )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Texture)", Keywords="user parameter variable texture")) void SetVariableTexture ( [FName](API\Runtime\Core\UObject\FName) InVariableName, class [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Vector2)", Keywords="user parameter variable vector")) void SetVariableVec2 ( [FName](API\Runtime\Core\UObject\FName) InVariableName, FVector2D InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Vector3)", Keywords="user parameter variable vector")) void SetVariableVec3 ( [FName](API\Runtime\Core\UObject\FName) InVariableName, FVector InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Set Niagara Variable (Vector4)", Keywords="user parameter variable vector")) void SetVariableVec4 ( [FName](API\Runtime\Core\UObject\FName) InVariableName, const FVector4 & InValue )


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

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


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


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


className: UNiagaraComponent

description: UNiagaraSystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Rendering, Common), Blueprintable, HideCategories=Object, HideCategories=Physics, HideCategories=Collision, ShowCategories=Trigger, EditInlineNew, Meta=(BlueprintSpawnableComponent, DisplayName="Niagara Particle System Component"), MinimalAPI) class UNiagaraComponent : public [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent)

AutoAttachLocationRule

type: EAttachmentRule

description: Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

AutoAttachParent

type: TWeakObjectPtr<...

description: Component we automatically attach to when activated, if bAutoManageAttachment is true.

AutoAttachRotationRule

description: Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

AutoAttachScaleRule

description: Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

AutoAttachSocketName

type: FName

description: Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true.

bAutoAttachWeldSimulatedBodies

type: uint32:  1

description: Option for how we handle bWeldSimulatedBodies when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

bAutoManageAttachment

description: True if we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed.

DebugCachedScalabilityState

type: FNiagaraScalabi...

description: Cache our scalability state in the component so we have access to it easily and also after it has been removed from the scalability manager.

MaxTimeBeforeForceUpdateTransform

type: float

description: Time between forced UpdateTransforms for systems that use dynamically calculated bounds, Which is effectively how often the bounds are shrunk.

OcclusionQueryMode

type: ENiagaraOcclusi...

OnSystemFinished

type: FOnNiagaraSyste...

description: Called when the particle system is done.

PoolingMethod

type: ENCPoolMethod

description: How to handle pooling for this component instance.


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


code: [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * CreateWorldParticleSystem ( [UNiagaraSystem](API\Plugins\Niagara\UNiagaraSystem) * Template, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [ENCPoolMethod](API\Plugins\Niagara\ENCPoolMethod) PoolingMethod )


description: Clear all free entires of the specified system.

code: void ClearPool ( [UNiagaraSystem](API\Plugins\Niagara\UNiagaraSystem) * System )


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

code: void Dump()


description: Notification that the component is being destroyed but has relevance to the component pool.

code: void PooledComponentDestroyed ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * Component )


code: void PrimePool ( [UNiagaraSystem](API\Plugins\Niagara\UNiagaraSystem) * Template, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Remove any components that are using this system.

code: void RemoveComponentsBySystem ( [UNiagaraSystem](API\Plugins\Niagara\UNiagaraSystem) * System )


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

code: void ReclaimWorldParticleSystem ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * Component )


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


className: UNiagaraComponentPool

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, MinimalAPI) class UNiagaraComponentPool : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

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: virtual void CacheFromCompiledData ( const [FNiagaraDataSetCompiledData](API\Plugins\Niagara\FNiagaraDataSetCompiledData) * CompiledData )


code: virtual [FNiagaraBoundsCalculator](API\Plugins\Niagara\FNiagaraBoundsCalculator) * CreateBoundsCalculator()


code: virtual [FNiagaraRenderer](API\Plugins\Niagara\FNiagaraRenderer) * CreateEmitterRenderer ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * Emitter, const [FNiagaraSystemInstanceController](API\Plugins\Niagara\FNiagaraSystemInstanceController) & InController )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > GetBoundAttributes() const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > & GetOptionalAttributes()


code: virtual void GetRendererFeedback ( const [FVersionedNiagaraEmitter](API\Plugins\Niagara\FVersionedNiagaraEmitter) & InEmitter, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraRendererFeedback](API\Plugins\Niagara\FNiagaraRendererFeedback) > & OutErrors, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraRendererFeedback](API\Plugins\Niagara\FNiagaraRendererFeedback) > & OutWarnings, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraRendererFeedback](API\Plugins\Niagara\FNiagaraRendererFeedback) > & OutInfo ) const


code: virtual void GetRendererTooltipWidgets ( const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * InEmitter, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >> & OutWidgets, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > InThumbnailPool ) const


code: virtual void GetRendererWidgets ( const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * InEmitter, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >> & OutWidgets, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > InThumbnailPool ) const


description: The icon to display in the niagara stack widget under the renderer section.

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetStackIcon() const


code: virtual void GetUsedMaterials ( const [FNiagaraEmitterInstance](API\Plugins\Niagara\FNiagaraEmitterInstance) * InEmitter, [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials ) const


description: The text to display in the niagara stack widget under the renderer section.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetWidgetDisplayName() const


code: virtual bool IsSupportedVariableForBinding ( const [FNiagaraVariableBase](API\Plugins\Niagara\FNiagaraVariableBase) & InSourceForBinding, const [FName](API\Runtime\Core\UObject\FName) & InTargetBindingName ) const


code: static bool IsConvertible ( const [FNiagaraTypeDefinition](API\Plugins\Niagara\FNiagaraTypeDefinition) & SourceType, const [FNiagaraTypeDefinition](API\Plugins\Niagara\FNiagaraTypeDefinition) & TargetType )


code: virtual bool IsSimTargetSupported ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) InSimTarget ) const


description: When true, the renderer will be opted in to get its OnSystemComplete_GameThread overload called

code: virtual bool NeedsSystemCompletion() const


description: When true, the renderer will be opted in to get its PostSystemTick_GameThread overload called

code: virtual bool NeedsSystemPostTick() const


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

code: virtual void PostEditChangeProperty ( struct [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()


code: static [FNiagaraTypeDefinition](API\Plugins\Niagara\FNiagaraTypeDefinition) ToNiagaraType ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


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

code: virtual void PostLoad()


code: virtual void UpdateSourceModeDerivates ( [ENiagaraRendererSourceDataMode](API\Plugins\Niagara\ENiagaraRendererSourceDataMode) InSourceMode, bool bFromPropertyEdit )


code: UNiagaraComponentRendererProperties()


code: virtual bool Convert ( [UNiagaraScript](API\Plugins\Niagara\UNiagaraScript) * InOldScript, [UNiagaraClipboardContent](API\Plugins\NiagaraEditor\UNiagaraClipboardContent) * InOldClipboardContent, [UNiagaraScript](API\Plugins\Niagara\UNiagaraScript) * InNewScript, [UNiagaraStackFunctionInputCollection](API\Plugins\NiagaraEditor\ViewModels\Stack\UNiagaraStackFunctionInputCollec-) * InInputCollection, [UNiagaraClipboardContent](API\Plugins\NiagaraEditor\UNiagaraClipboardContent) * InNewClipboardContent, [UNiagaraNodeFunctionCall](API\Plugins\NiagaraEditor\UNiagaraNodeFunctionCall) * InCallingNode, [FText](API\Runtime\Core\Internationalization\FText) & OutMessage )


className: UNiagaraComponentRendererProperties

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, MinimalAPI, Meta=(DisplayName="Component Renderer")) class UNiagaraComponentRendererProperties : public [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties)

bAssignComponentsOnParticleID

type: bool

description: If true then components will not be automatically assigned to the first particle available, but try to stick to the same particle based on its unique id.

bCreateComponentFirstParticleFrame

description: If true then new components can only be created on newly spawned particles.

bOnlyActivateNewlyAquiredComponents

description: If true then components will only be activated when newly acquired.

bVisualizeComponents

description: If true then the editor visualization is enabled for the component; has no effect in-game.

ComponentCountLimit

description: The max number of components that this emitter will spawn or update each frame.

ComponentType

type: TSubclassOf<US...

description: The scene component class to instantiate

EnabledBinding

type: FNiagaraVariabl...

description: Which attribute should we use to check if component rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.

PropertyBindings

type: TArray<FNiagar...

RendererVisibility

description: If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

SetterFunctionMapping

type: TMap<FName,FN...

TemplateComponent

type: TObjectPtr<USc...

description: The object template used to create new components at runtime.


className: UNiagaraConvertInPlaceUtilityBase

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, MinimalAPI) class UNiagaraConvertInPlaceUtilityBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


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

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


code: bool RegisterCulledComponent ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * Component, bool bForce )


className: TotalCullProxiesName

code: static const [FName](API\Runtime\Core\UObject\FName) TotalCullProxiesName;


code: void UnregisterCulledComponent ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * Component )


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


className: UNiagaraCullProxyComponent

description: A specialization ofUNiagaraComponentthat can act as a proxy for many other NiagaraComponents that have been culled by scalability.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable) class UNiagaraCullProxyComponent : public [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent)

Instances

description: Array of additional instance transforms.


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

code: virtual void BeginDestroy()


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

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


description: Create the appropriate handler object for this data channel.

code: virtual [UNiagaraDataChannelHandler](API\Plugins\Niagara\UNiagaraDataChannelHandler) * CreateHandler ( [UWorld](API\Runtime\Engine\Engine\UWorld) * OwningWorld ) const


code: template<typename TAction> void ForEachDataChannel ( TAction Func )


code: template<typename TFunc> static void ForEachDataChannel ( TFunc Func )


code: const [UNiagaraDataChannelAsset](API\Plugins\Niagara\UNiagaraDataChannelAsset) * GetAsset() const


description: Returns the compiled data describing the data layout for DataChannels in this channel.

code: const [FNiagaraDataSetCompiledData](API\Plugins\Niagara\FNiagaraDataSetCompiledData) & GetCompiledData ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) SimTarget ) const


code: const [FNiagaraDataChannelGameDataLayout](API\Plugins\Niagara\FNiagaraDataChannelGameDataLayou-) & GetGameDataLayout() const


code: TConstArrayView< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > GetVariables() const


description: If true, we keep our previous frame's data. Some users will prefer a frame of latency to tick dependency.

code: bool KeepPreviousFrameData() const


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

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


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

code: virtual void PostInitProperties()


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

code: virtual void PostLoad()


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

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


code: void SetVerboseLogging ( bool bValue )


className: UNiagaraDataChannel

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, Abstract, EditInlineNew, MinimalAPI) class UNiagaraDataChannel : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: [UNiagaraDataChannel](API\Plugins\Niagara\UNiagaraDataChannel) * Get() const


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


className: UNiagaraDataChannelAsset

description: Wrapper asset class forUNiagaraDataChannelwhich is instanced.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, DisplayName="Niagara Data Channel", MinimalAPI) class UNiagaraDataChannelAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual void BeginFrame ( float DeltaTime, [FNiagaraWorldManager](API\Plugins\Niagara\FNiagaraWorldManager) * OwningWorld )


code: virtual void EndFrame ( float DeltaTime, [FNiagaraWorldManager](API\Plugins\Niagara\FNiagaraWorldManager) * OwningWorld )


description: Finds the correct internal data for this data channel and the given search parameters. For example in some cases this may require a search of several elements of data that correspond to different spacial regions. This shared ptr provides access to Game level data, CPU simulation data and a render thread proxy that can be given to the RT and provides access to GPUSimulaiton data.

code: virtual [FNiagaraDataChannelDataPtr](API\Plugins\Niagara\FNiagaraDataChannelDataPtr) FindData ( [FNiagaraDataChannelSearchParameters](API\Plugins\Niagara\FNiagaraDataChannelSearchParamet-) SearchParams, [ENiagaraResourceAccess](API\Plugins\Niagara\ENiagaraResourceAccess) AccessType )


code: template<typename T> T * GetChannelTyped() const


code: const [UNiagaraDataChannel](API\Plugins\Niagara\UNiagaraDataChannel) * GetDataChannel() const


code: virtual void Init ( const [UNiagaraDataChannel](API\Plugins\Niagara\UNiagaraDataChannel) * InChannel )


code: virtual void Tick ( float DeltaTime, ETickingGroup TickGroup, [FNiagaraWorldManager](API\Plugins\Niagara\FNiagaraWorldManager) * OwningWorld )


code: virtual ~UNiagaraDataChannelHandler()


className: UNiagaraDataChannelHandler

description: Base class for Niagara DataChannel Handlers. Data Channel handlers are the runtime counterpart to Data Channels. They control how data being written to the Data Channel is stored and how to expose data being read from the Data Channel. For example, the simplest handler is theUNiagaraDataChannelHandler_Globalwhich just keeps all data in a single large set that is used by all systems. Some more complex handlers may want to divide up the scene in various different ways to better match particular use cases.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, Abstract, BlueprintType, MinimalAPI) class UNiagaraDataChannelHandler : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Reader

type: TObjectPtr<UNi...

description: Helper object allowing BP to read data in this channel.

Writer

description: Helper object allowing BP to write data in this channel.


code: virtual void BeginDestroy()


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


description: Basic DataChannel handler that makes all data visible globally.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, BlueprintType, MinimalAPI) class UNiagaraDataChannelHandler_Global : public [UNiagaraDataChannelHandler](API\Plugins\Niagara\UNiagaraDataChannelHandler)

Data

type: FNiagaraDataCha...


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, BlueprintType, MinimalAPI) class UNiagaraDataChannelHandler_Islands : public [UNiagaraDataChannelHandler](API\Plugins\Niagara\UNiagaraDataChannelHandler)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel", WorldContext="WorldContextObject", UnsafeDuringActorConstruction="true")) static [UNiagaraDataChannelHandler](API\Plugins\Niagara\UNiagaraDataChannelHandler) * GetNiagaraDataChannel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UNiagaraDataChannelAsset](API\Plugins\Niagara\UNiagaraDataChannelAsset) * Channel )


code: static [UNiagaraDataChannelHandler](API\Plugins\Niagara\UNiagaraDataChannelHandler) * GetNiagaraDataChannel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UNiagaraDataChannel](API\Plugins\Niagara\UNiagaraDataChannel) * Channel )


code: static [UNiagaraDataChannelReader](API\Plugins\Niagara\UNiagaraDataChannelReader) * ReadFromNiagaraDataChannel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UNiagaraDataChannel](API\Plugins\Niagara\UNiagaraDataChannel) * Channel, [FNiagaraDataChannelSearchParameters](API\Plugins\Niagara\FNiagaraDataChannelSearchParamet-) SearchParams, bool bReadPreviousFrame )


description: Initializes and returns the Niagara Data Channel writer to write N elements to the given data channel.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel", WorldContext="WorldContextObject", UnsafeDuringActorConstruction="true")) static [UNiagaraDataChannelWriter](API\Plugins\Niagara\UNiagaraDataChannelWriter) * WriteToNiagaraDataChannel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UNiagaraDataChannelAsset](API\Plugins\Niagara\UNiagaraDataChannelAsset) * Channel, [FNiagaraDataChannelSearchParameters](API\Plugins\Niagara\FNiagaraDataChannelSearchParamet-) SearchParams, int32 Count, bool bVisibleToGame, bool bVisibleToCPU, bool bVisibleToGPU )


code: static [UNiagaraDataChannelWriter](API\Plugins\Niagara\UNiagaraDataChannelWriter) * WriteToNiagaraDataChannel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UNiagaraDataChannel](API\Plugins\Niagara\UNiagaraDataChannel) * Channel, [FNiagaraDataChannelSearchParameters](API\Plugins\Niagara\FNiagaraDataChannelSearchParamet-) SearchParams, int32 Count, bool bVisibleToGame, bool bVisibleToCPU, bool bVisibleToGPU )


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


className: UNiagaraDataChannelLibrary

description: A C++ and Blueprint accessible library of utility functions for accessing Niagara DataChannel


description: Initializes and returns the Niagara Data Channel reader for the given data channel.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel", WorldContext="WorldContextObject", UnsafeDuringActorConstruction="true")) static [UNiagaraDataChannelReader](API\Plugins\Niagara\UNiagaraDataChannelReader) * ReadFromNiagaraDataChannel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UNiagaraDataChannelAsset](API\Plugins\Niagara\UNiagaraDataChannelAsset) * Channel, [FNiagaraDataChannelSearchParameters](API\Plugins\Niagara\FNiagaraDataChannelSearchParamet-) SearchParams, bool bReadPreviousFrame )


description: Call before each access to the data channel to grab the correct data to read.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) bool InitAccess ( [FNiagaraDataChannelSearchParameters](API\Plugins\Niagara\FNiagaraDataChannelSearchParamet-) SearchParams, bool bReadPrevFrameData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) int32 Num() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) bool ReadBool ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) double ReadFloat ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) int32 ReadInt ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) [FLinearColor](API\Runtime\Core\Math\FLinearColor) ReadLinearColor ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) FVector ReadPosition ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) FQuat ReadQuat ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) FVector ReadVector ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) FVector2D ReadVector2D ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="Niagara DataChannel")) FVector4 ReadVector4 ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index ) const


className: UNiagaraDataChannelReader

description: Initial simple API for reading and writing data in a data channel from game code / BP. Likely to be replaced in the near future with a custom BP node and a helper struct.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, BlueprintType, MinimalAPI) class UNiagaraDataChannelReader : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) int32 Num() const


description: Call before each batch of writes to allocate the data we'll be writing to.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) bool InitWrite ( [FNiagaraDataChannelSearchParameters](API\Plugins\Niagara\FNiagaraDataChannelSearchParamet-) SearchParams, int32 Count, bool bVisibleToGame, bool bVisibleToCPU, bool bVisibleToGPU )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WriteBool ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, bool InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WriteFloat ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, double InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WriteInt ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, int32 InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WriteLinearColor ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WritePosition ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, FVector InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WriteQuat ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, FQuat InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WriteSpawnInfo ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, [FNiagaraSpawnInfo](API\Plugins\Niagara\FNiagaraSpawnInfo) InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WriteVector ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, FVector InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WriteVector2D ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, FVector2D InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=NiagaraDataChannel, Meta=(Keywords="niagara DataChannel")) void WriteVector4 ( [FName](API\Runtime\Core\UObject\FName) VarName, int32 Index, FVector4 InData )


className: UNiagaraDataChannelWriter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, BlueprintType, MinimalAPI) class UNiagaraDataChannelWriter : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, MinimalAPI) class UNiagaraDataChannel_Global : public [UNiagaraDataChannel](API\Plugins\Niagara\UNiagaraDataChannel)


description: Create the appropriate handler object for this data channel.

code: virtual [UNiagaraDataChannelHandler](API\Plugins\Niagara\UNiagaraDataChannelHandler) * CreateHandler ( [UWorld](API\Runtime\Engine\Engine\UWorld) * OwningWorld ) const


code: const [FNDCIslandDebugDrawSettings](API\Plugins\Niagara\FNDCIslandDebugDrawSettings) & GetDebugDrawSettings() const


code: FVector GetInitialExtents() const


code: FVector GetPerElementExtents() const


code: TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UNiagaraSystem](API\Plugins\Niagara\UNiagaraSystem) > > GetSystems() const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, MinimalAPI) class UNiagaraDataChannel_Islands : public [UNiagaraDataChannel](API\Plugins\Niagara\UNiagaraDataChannel)


code: virtual void PostLoad()


description: Allows the generic class defaults version of this class to specify any dependencies/version/etc that might invalidate the compile. It should never depend on the value of specific properties.

code: virtual bool AppendCompileHash ( [FNiagaraCompileHashVisitor](API\Plugins\Niagara\FNiagaraCompileHashVisitor) * InVisitor ) const


description: Formats and appends a template file onto the output HLSL

code: void AppendTemplateHLSL ( [FString](API\Runtime\Core\Containers\FString) & OutHLSL, const TCHAR * TemplateShaderFile, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FStringFormatArg](API\Runtime\Core\Misc\FStringFormatArg) > & TemplateArgs ) const


description: Allows data interfaces to cache any static data that may be shared between instances

code: virtual void CacheStaticBuffers ( struct [FNiagaraSystemStaticBuffers](API\Plugins\Niagara\FNiagaraSystemStaticBuffers) & StaticBuffers, const [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) & ResolvedVariable, bool bUsedByCPU, bool bUsedByGPU )


code: virtual ETickingGroup CalculateTickGroup ( const void * PerInstanceData ) const


code: virtual bool CanExecuteOnTarget ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) Target ) const


code: virtual bool CanExposeVariables() const


code: virtual bool CanRenderVariablesToCanvas() const


description: Copies the contents of this DataInterface to another.

code: bool CopyTo ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Destination ) const


code: virtual bool CopyToInternal ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Destination ) const


description: Destroys the per instance data for this interface.

code: virtual void DestroyPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


description: Override this function to provide additional context to the debug HUD. Fill VariableDataString with the data to display on the variable information in the HUD, this information should be kept light to avoid polluting the display. You can also use the Canvas to draw additional information based on verbosity

code: virtual void DrawDebugHud ( [FNDIDrawDebugHudContext](API\Plugins\Niagara\FNDIDrawDebugHudContext) & DebugHudContext ) const


description: Deprecated method will be removed in a future version

code: virtual void DrawDebugHud ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance, [FString](API\Runtime\Core\Containers\FString) & VariableDataString, bool bVerbose ) const


description: Determines if this DataInterface is the same as another.

code: virtual bool Equals ( const [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Other ) const


description: Used by the translator when dealing with signatures that turn into compiler tags to figure out the precise compiler tag.

code: virtual bool GenerateCompilerTagPrefix ( const [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) & InSignature, [FString](API\Runtime\Core\Containers\FString) & OutPrefix ) const


description: Generate the necessary plumbing HLSL at the end of the stage where this is used as a sim stage iteration source. Note that this should inject other internal calls using the CustomHLSL node syntax. See GridCollection2D for an example.

code: virtual bool GenerateIterationSourceNamespaceWriteAttributesHLSL ( [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & DIInstanceInfo, const [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) & InIterationSourceVariable, TConstArrayView< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > InArguments, TConstArrayView< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > InAttributes, TConstArrayView< [FString](API\Runtime\Core\Containers\FString) > InAttributeHLSLNames, TConstArrayView< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > InAllAttributes, bool bSpawnOnly, bool bPartialWrites, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutErrors, [FString](API\Runtime\Core\Containers\FString) & OutHLSL ) const


description: Generate the necessary plumbing HLSL at the beginning of the stage where this is used as a sim stage iteration source. Note that this should inject other internal calls using the CustomHLSL node syntax. See GridCollection2D for an example.

code: virtual bool GenerateIterationSourceNamespaceReadAttributesHLSL ( [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & DIInstanceInfo, const [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) & InIterationSourceVariable, TConstArrayView< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > InArguments, TConstArrayView< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > InAttributes, TConstArrayView< [FString](API\Runtime\Core\Containers\FString) > InAttributeHLSLNames, bool bInSetToDefaults, bool bSpawnOnly, bool bPartialWrites, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutErrors, [FString](API\Runtime\Core\Containers\FString) & OutHLSL ) const


description: Generate the necessary HLSL to set up data when being added as a sim stage sim source.

code: virtual bool GenerateSetupHLSL ( [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & DIInstanceInfo, TConstArrayView< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > InArguments, bool bSpawnOnly, bool bPartialWrites, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutErrors, [FString](API\Runtime\Core\Containers\FString) & OutHLSL ) const


description: Generate the necessary HLSL to tear down data when being added as a sim stage sim source.

code: virtual bool GenerateTeardownHLSL ( [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & DIInstanceInfo, TConstArrayView< [FNiagaraVariable](API\Plugins\Niagara\FNiagaraVariable) > InArguments, bool bSpawnOnly, bool bPartialWrites, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutErrors, [FString](API\Runtime\Core\Containers\FString) & OutHLSL ) const


description: Method to add asset tags that are specific to this data interface.Bydefault we add in how many instances of this class exist in the list.

code: virtual void GetAssetTagsForContext ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [FGuid](API\Runtime\Core\Misc\FGuid) AssetVersion, const [TArray](API\Runtime\Core\Containers\TArray)< const [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * > & InProperties, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint32 > & NumericKeys, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & StringKeys ) const


code: virtual void GetCanvasVariables ( [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraVariableBase](API\Plugins\Niagara\FNiagaraVariableBase) > & OutVariables ) const


description: Allows a DI to specify data dependencies between emitters, so the system can ensure that the emitter instances are executed in the correct order. The Dependencies array may already contain items, and this method should only append to it.

code: virtual void GetEmitterDependencies ( [UNiagaraSystem](API\Plugins\Niagara\UNiagaraSystem) * Asset, [TArray](API\Runtime\Core\Containers\TArray)< [FVersionedNiagaraEmitter](API\Plugins\Niagara\FVersionedNiagaraEmitter) > & Dependencies ) const


description: Allows data interfaces to provide common functionality that will be shared across interfaces on that type.

code: virtual void GetCommonHLSL ( [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


code: virtual void GetEmitterReferencesByName ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & EmitterReferences ) const


description: Refreshes and returns the errors detected with the corresponding data, if any.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraDataInterfaceError](API\Plugins\Niagara\FNiagaraDataInterfaceError) > GetErrors()


code: static void GetFeedback ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * DataInterface, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraDataInterfaceError](API\Plugins\Niagara\FNiagaraDataInterfaceError) > & Errors, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraDataInterfaceFeedback](API\Plugins\Niagara\FNiagaraDataInterfaceFeedback) > & Warnings, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraDataInterfaceFeedback](API\Plugins\Niagara\FNiagaraDataInterfaceFeedback) > & Info )


code: virtual void GetExposedVariables ( [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraVariableBase](API\Plugins\Niagara\FNiagaraVariableBase) > & OutVariables ) const


code: virtual bool GetExposedVariableValue ( const [FNiagaraVariableBase](API\Plugins\Niagara\FNiagaraVariableBase) & InVariable, void * InPerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * InSystemInstance, void * OutData ) const


description: Query the data interface to give feedback to the end user. Note that the default implementation, just calls GetErrors on the DataInterface, but derived classes can do much more. Also, InAsset or InComponent may be null values, as the UI for DataInterfaces is displayed in a variety of locations. In these cases, only provide information that is relevant to that context.

code: virtual void GetFeedback ( [UNiagaraSystem](API\Plugins\Niagara\UNiagaraSystem) * InAsset, [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * InComponent, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraDataInterfaceError](API\Plugins\Niagara\FNiagaraDataInterfaceError) > & OutErrors, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraDataInterfaceFeedback](API\Plugins\Niagara\FNiagaraDataInterfaceFeedback) > & OutWarnings, [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraDataInterfaceFeedback](API\Plugins\Niagara\FNiagaraDataInterfaceFeedback) > & OutInfo )


code: virtual bool GetFunctionHLSL ( [FNiagaraDataInterfaceHlslGenerationContext](API\Plugins\Niagara\FNiagaraDataInterfaceHlslGenerat-) & HlslGenContext, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


code: virtual bool GetFunctionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, const [FNiagaraDataInterfaceGeneratedFunction](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGeneratedFu-) & FunctionInfo, int FunctionInstanceIndex, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


description: Gets all the available functions for this data interface.

code: virtual void GetFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) > & OutFunctions )


code: virtual FIntVector GetGpuDispatchNumThreads() const


code: virtual [ENiagaraGpuDispatchType](API\Plugins\NiagaraShader\ENiagaraGpuDispatchType) GetGpuDispatchType() const


code: virtual bool GetGpuUseIndirectDispatch() const


code: virtual void GetParameterDefinitionHLSL ( [FNiagaraDataInterfaceHlslGenerationContext](API\Plugins\Niagara\FNiagaraDataInterfaceHlslGenerat-) & HlslGenContext, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


code: virtual void GetParameterDefinitionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


code: template<typename T> const T * GetProxyAs() const


description: Returns the delegate for the passed function signature.

code: virtual void GetVMExternalFunction ( const [FVMExternalFunctionBindingInfo](API\Plugins\Niagara\FVMExternalFunctionBindingInfo) & BindingInfo, void * InstanceData, FVMExternalFunction & OutFunc )


code: virtual bool GPUContextInit ( const [FNiagaraScriptDataInterfaceCompileInfo](API\Plugins\Niagara\FNiagaraScriptDataInterfaceCompi-) & InInfo, void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance ) const


code: virtual bool HasPostStageTick ( [ENiagaraScriptUsage](API\Plugins\Niagara\ENiagaraScriptUsage) Usage ) const


code: virtual bool HasPostSimulateTick() const


code: virtual bool HasPreSimulateTick() const


code: virtual bool HasPreStageTick ( [ENiagaraScriptUsage](API\Plugins\Niagara\ENiagaraScriptUsage) Usage ) const


code: virtual bool HasTickGroupPrereqs() const


code: template<typename T> T * GetProxyAs()


description: Initializes the per instance data for this interface. Returns false if there was some error and the simulation should be disabled.

code: virtual bool InitPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


description: Determines if this type definition matches to a known data interface type.

code: static bool IsDataInterfaceType ( const [FNiagaraTypeDefinition](API\Plugins\Niagara\FNiagaraTypeDefinition) & TypeDef )


description: Deprecated* Please update your code to use IsUsedWithCPUScript

code: bool IsUsedByCPUEmitter() const


description: Deprecated* Please update your code to use IsUsedWithGPUScript

code: bool IsUsedByGPUEmitter() const


code: bool IsUsedWithCPUEmitter() const


description: Used to determine if we need to create CPU resources for the emitter.

code: bool IsUsedWithCPUScript() const


code: bool IsUsedWithGPUEmitter() const


description: Used to determine if we need to create GPU resources for the emitter.

code: bool IsUsedWithGPUScript() const


description: Allows data interfaces to influence the compilation of GPU shaders and is only called on the CDO object not the instance.

code: virtual void ModifyCompilationEnvironment ( EShaderPlatform ShaderPlatform, struct [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment ) const


code: virtual bool NeedsGPUContextInit() const


description: The size of the data this class will provide to ProvidePerInstanceDataForRenderThread. MUST be 16 byte aligned!

code: virtual int32 PerInstanceDataPassedToRenderThreadSize() const


description: Returns the size of the per instance data for this interface. 0 if this interface has no per instance data. Must depend solely on the class of the interface and not on any particular member data of a individual interface.

code: virtual int32 PerInstanceDataSize() const


description: Ticks the per instance data for this interface, if it has any.

code: virtual bool PerInstanceTick ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance, float DeltaSeconds )


code: virtual bool PerInstanceTickPostSimulate ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance, float DeltaSeconds )


description: Called after system compilation completes. Useful for caching any constant, compile dependent data.

code: virtual void PostCompile()


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

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


description: When set to true the simulation may not complete in the same frame it started, allowing maximum overlap with the GameThread. You must override and set to false if you require the data interface to complete before PostActorTick completes.

code: virtual bool PostSimulateCanOverlapFrames() const


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

code: virtual void PostLoad()


description: When set to true simulation may not complete in the same tick group it started. You must override and set to false if you require the data interface post stage tick to complete before the tick group ends.

code: virtual bool PostStageCanOverlapTickGroups() const


description: Called per instance for each DI after each execution state in which it is used.

code: virtual void PostStageTick ( [FNDICpuPostStageContext](API\Plugins\Niagara\FNDICpuPostStageContext) & Context )


description: Called per instance for each DI before each execution state in which it is used.

code: virtual void PreStageTick ( [FNDICpuPreStageContext](API\Plugins\Niagara\FNDICpuPreStageContext) & Context )


description: This will not be called if PerInstanceDataPassedToRenderThreadSize is 0.

code: virtual void ProvidePerInstanceDataForRenderThread ( void * DataForRenderThread, void * PerInstanceData, const [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) & SystemInstance )


code: virtual void PushToRenderThreadImpl()


description: Deprecated* ImplementGetEmitterReferencesByName()instead as this will be removed in a future version.

code: virtual bool ReadsEmitterParticleData ( const [FString](API\Runtime\Core\Containers\FString) & EmitterName ) const


code: virtual bool RenderVariableToCanvas ( [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) SystemInstanceID, [FName](API\Runtime\Core\UObject\FName) VariableName, class [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const FIntRect & DrawRect ) const


code: virtual bool RequiresDepthBuffer() const


code: virtual bool RequiresDistanceFieldData() const


code: virtual bool RequiresEarlyViewData() const


code: virtual bool RequiresRayTracingScene() const


description: Set the shader parameters will only be called if the data interface provided shader parameters. You must write the parameters in the order you added them to the structure.

code: virtual void SetShaderParameters ( const [FNiagaraDataInterfaceSetShaderParametersContext](API\Plugins\Niagara\FNiagaraDataInterfaceSetShaderPa-) & Context ) const


code: void SetUsedWithCPUScript ( bool bUsed )


code: void SetUsedWithGPUScript ( bool bUsed )


description: Allows data interfaces to prevent compilation of GPU shaders and is only called on the CDO object not the instance.

code: virtual bool ShouldCompile ( EShaderPlatform ShaderPlatform ) const


description: Can this data interface be used as a StackContext parameter map replacement when being used as a sim stage iteration source?

code: virtual bool SupportsIterationSourceNamespaceAttributesHLSL() const


description: Does this data interface need setup and teardown for each stage when working a sim stage sim source?

code: virtual bool SupportsSetupAndTeardownHLSL() const


description: Allows data interfaces the opportunity to rename / change the function signature and perform an upgrade. Return true if the signature was modified and we need to refresh the pins / name, etc.

code: virtual bool UpgradeFunctionCall ( [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) & FunctionSignature )


description: Validates a function being compiled and allows interface classes to post custom compile errors when their API changes.

code: virtual void ValidateFunction ( const [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) & Function, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutValidationErrors )


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


className: UNiagaraDataInterface

description: Base class for all Niagara data interfaces.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew, MinimalAPI) class UNiagaraDataInterface : public [UNiagaraDataInterfaceBase](API\Plugins\NiagaraCore\UNiagaraDataInterfaceBase)

Proxy

type: TUniquePtr<FNi...


description: GPU sim functionality.

code: virtual bool AppendCompileHash ( [FNiagaraCompileHashVisitor](API\Plugins\Niagara\FNiagaraCompileHashVisitor) * InVisitor ) const


description: When filling the data inside the set function you would ask for parameters using the same structure. Note: This function is only called on the CDO only not the instance

code: virtual void BuildShaderParameters ( [FNiagaraShaderParametersBuilder](API\Plugins\NiagaraShader\FNiagaraShaderParametersBuilder) & ShaderParametersBuilder ) const


description:
Called during cluster construction if the object can be added to a cluster
true if this object can be inside of a cluster

code: virtual bool CanBeInCluster() const


code: virtual bool CanExecuteOnTarget ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) Target ) const


code: virtual bool CopyToInternal ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Destination ) const


description: Destroys the per instance data for this interface.

code: virtual void DestroyPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


description: Determines if this DataInterface is the same as another.

code: virtual bool Equals ( const [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Other ) const


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FShaderParameters & InContents, EUniformBufferUsage InUsage &41;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileName

code: static FileName = builtin_FILE();


className: FileLine

code: static FileLine = builtin_LINE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: TAlignedType

code: typedef FShaderParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FShaderParameters zzTThisStruct


className: NumElements

code: static NumElements = 0;


className: FShaderParameters

code: class FShaderParameters

Texture

type: TShaderResource...

TextureSize

type: TShaderParamete...


className: GatherRedTextureName

code: static const [FName](API\Runtime\Core\UObject\FName) GatherRedTextureName;


code: virtual bool GetFunctionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, const [FNiagaraDataInterfaceGeneratedFunction](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGeneratedFu-) & FunctionInfo, int FunctionInstanceIndex, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


description: Gets all the available functions for this data interface.

code: virtual void GetFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) > & OutFunctions )


code: virtual void GetParameterDefinitionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


code: void GetTextureDimensions ( FVectorVMExternalFunctionContext & Context )


description: Returns the delegate for the passed function signature.

code: virtual void GetVMExternalFunction ( const [FVMExternalFunctionBindingInfo](API\Plugins\Niagara\FVMExternalFunctionBindingInfo) & BindingInfo, void * InstanceData, FVMExternalFunction & OutFunc )


description: Initializes the per instance data for this interface. Returns false if there was some error and the simulation should be disabled.

code: virtual bool InitPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


code: virtual bool HasPreSimulateTick() const


className: LoadTextureName

code: static const [FName](API\Runtime\Core\UObject\FName) LoadTextureName;


description: Returns the size of the per instance data for this interface. 0 if this interface has no per instance data. Must depend solely on the class of the interface and not on any particular member data of a individual interface.

code: virtual int32 PerInstanceDataSize() const


description: Ticks the per instance data for this interface, if it has any.

code: virtual bool PerInstanceTick ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance, float DeltaSeconds )


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: SampleTextureName

code: static const [FName](API\Runtime\Core\UObject\FName) SampleTextureName;


description: Set the shader parameters will only be called if the data interface provided shader parameters. You must write the parameters in the order you added them to the structure.

code: virtual void SetShaderParameters ( const [FNiagaraDataInterfaceSetShaderParametersContext](API\Plugins\Niagara\FNiagaraDataInterfaceSetShaderPa-) & Context ) const


className: TextureDimsName

code: static const [FName](API\Runtime\Core\UObject\FName) TextureDimsName;


className: TemplateShaderFilePath

code: static const TCHAR * TemplateShaderFilePath = TEXT("/Plugin/FX/Niagara/Private/NiagaraDataInterfaceTexture2DArrayTemplate.ush");


code: UNiagaraDataInterface2DArrayTexture ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Data Interface allowing sampling of a texture

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Texture", CollapseCategories, Meta=(DisplayName="2D Array Texture Sample"), MinimalAPI) class UNiagaraDataInterface2DArrayTexture : public [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface)

Texture

type: TObjectPtr<UTe...

TextureUserParameter

type: FNiagaraUserPar...


description: Allows the generic class defaults version of this class to specify any dependencies/version/etc that might invalidate the compile. It should never depend on the value of specific properties.

code: virtual bool AppendCompileHash ( [FNiagaraCompileHashVisitor](API\Plugins\Niagara\FNiagaraCompileHashVisitor) * InVisitor ) const


code: virtual void BuildShaderParameters ( [FNiagaraShaderParametersBuilder](API\Plugins\NiagaraShader\FNiagaraShaderParametersBuilder) & ShaderParametersBuilder ) const


code: virtual bool CanExecuteOnTarget ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) Target ) const


code: void SetTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


code: virtual bool CopyToInternal ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Destination ) const


description: Override this function to provide additional context to the debug HUD. Fill VariableDataString with the data to display on the variable information in the HUD, this information should be kept light to avoid polluting the display. You can also use the Canvas to draw additional information based on verbosity

code: virtual void DrawDebugHud ( [FNDIDrawDebugHudContext](API\Plugins\Niagara\FNDIDrawDebugHudContext) & DebugHudContext ) const


code: virtual void DestroyPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


code: virtual bool Equals ( const [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Other ) const


code: virtual bool GetFunctionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, const [FNiagaraDataInterfaceGeneratedFunction](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGeneratedFu-) & FunctionInfo, int FunctionInstanceIndex, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


code: virtual void GetFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) > & OutFunctions )


code: virtual void GetParameterDefinitionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


code: virtual void GetVMExternalFunction ( const [FVMExternalFunctionBindingInfo](API\Plugins\Niagara\FVMExternalFunctionBindingInfo) & BindingInfo, void * InstanceData, FVMExternalFunction & OutFunc )


code: virtual bool InitPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


code: virtual int32 PerInstanceDataSize() const


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

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


code: virtual void PostInitProperties()


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

code: virtual void PostLoad()


description: This will not be called if PerInstanceDataPassedToRenderThreadSize is 0.

code: virtual void ProvidePerInstanceDataForRenderThread ( void * DataForRenderThread, void * PerInstanceData, const [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) & SystemInstance )


code: virtual void SetShaderParameters ( const [FNiagaraDataInterfaceSetShaderParametersContext](API\Plugins\Niagara\FNiagaraDataInterfaceSetShaderPa-) & Context ) const


description: Allows data interfaces the opportunity to rename / change the function signature and perform an upgrade. Return true if the signature was modified and we need to refresh the pins / name, etc.

code: virtual bool UpgradeFunctionCall ( [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) & FunctionSignature )


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


className: UNiagaraDataInterfaceArray

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew, MinimalAPI) class UNiagaraDataInterfaceArray : public [UNiagaraDataInterfaceRWBase](API\Plugins\Niagara\UNiagaraDataInterfaceRWBase)

ArrayRWGuard

type: FRWLock

description: ReadWrite lock to ensure safe access to the underlying array.

GpuSyncMode

type: ENiagaraGpuSync...

description: How to do we want to synchronize modifications to the array data.

MaxElements

description: When greater than 0 sets the maximum number of elements the array can hold, only relevant when using operations that modify the array size.


className: FProxyType

code: typedef [FNDIArrayProxyImpl](API\Plugins\Niagara\FNDIArrayProxyImpl)< bool, [UNiagaraDataInterfaceArrayBool](API\Plugins\Niagara\UNiagaraDataInterfaceArrayBool) > FProxyType


code: [TArray](API\Runtime\Core\Containers\TArray)< bool > & GetArrayReference()


code: template<typename TFromArrayType> void SetVariantArrayData ( TConstArrayView< TFromArrayType > InArrayData )


code: template<typename TFromArrayType> void SetVariantArrayValue ( int Index, const TFromArrayType & Value, bool bSizeToFit )


className: UNiagaraDataInterfaceArrayBool

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Array", CollapseCategories, Meta=(DisplayName="Bool Array"), Blueprintable, BlueprintType, MinimalAPI) class UNiagaraDataInterfaceArrayBool : public [UNiagaraDataInterfaceArray](API\Plugins\Niagara\UNiagaraDataInterfaceArray)

BoolData

type: TArray< bool >


code: typedef [FNDIArrayProxyImpl](API\Plugins\Niagara\FNDIArrayProxyImpl)< float, [UNiagaraDataInterfaceArrayFloat](API\Plugins\Niagara\UNiagaraDataInterfaceArrayFloat) > FProxyType


className: UNiagaraDataInterfaceArrayColor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Array", CollapseCategories, Meta=(DisplayName="Color Array"), Blueprintable, BlueprintType, MinimalAPI) class UNiagaraDataInterfaceArrayColor : public [UNiagaraDataInterfaceArray](API\Plugins\Niagara\UNiagaraDataInterfaceArray)

ColorData

type: TArray<FLinear...


code: [TArray](API\Runtime\Core\Containers\TArray)< float > & GetArrayReference()


code: [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & GetArrayReference()


className: UNiagaraDataInterfaceArrayFloat

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Array", CollapseCategories, Meta=(DisplayName="Float Array"), Blueprintable, BlueprintType, MinimalAPI) class UNiagaraDataInterfaceArrayFloat : public [UNiagaraDataInterfaceArray](API\Plugins\Niagara\UNiagaraDataInterfaceArray)

FloatData

type: TArray< float >


code: virtual bool CopyToInternal ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Destination ) const


description: Determines if this DataInterface is the same as another.

code: virtual bool Equals ( const [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Other ) const


code: typedef [FNDIArrayProxyImpl](API\Plugins\Niagara\FNDIArrayProxyImpl)< FVector2f, [UNiagaraDataInterfaceArrayFloat2](API\Plugins\Niagara\UNiagaraDataInterfaceArrayFloat2) > FProxyType


code: [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & GetArrayReference()


code: virtual void PostLoad()


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


code: virtual void PostInitProperties()


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Array", CollapseCategories, Meta=(DisplayName="Vector 2D Array"), Blueprintable, BlueprintType, MinimalAPI) class UNiagaraDataInterfaceArrayFloat2 : public [UNiagaraDataInterfaceArray](API\Plugins\Niagara\UNiagaraDataInterfaceArray)

type: TArray< FVector...


code: typedef [FNDIArrayProxyImpl](API\Plugins\Niagara\FNDIArrayProxyImpl)< FVector3f, [UNiagaraDataInterfaceArrayFloat3](API\Plugins\Niagara\UNiagaraDataInterfaceArrayFloat3) > FProxyType


code: [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & GetArrayReference()


code: template<typename TFromArrayType> void SetVariantArrayData ( TConstArrayView< TFromArrayType > InArrayData )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Array", CollapseCategories, Meta=(DisplayName="Vector Array"), Blueprintable, BlueprintType, MinimalAPI) class UNiagaraDataInterfaceArrayFloat3 : public [UNiagaraDataInterfaceArray](API\Plugins\Niagara\UNiagaraDataInterfaceArray)


code: template<typename TFromArrayType> void SetVariantArrayValue ( int Index, const TFromArrayType & Value, bool bSizeToFit )


code: typedef [FNDIArrayProxyImpl](API\Plugins\Niagara\FNDIArrayProxyImpl)< FVector4f, [UNiagaraDataInterfaceArrayFloat4](API\Plugins\Niagara\UNiagaraDataInterfaceArrayFloat4) > FProxyType


code: [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & GetArrayReference()


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Array", CollapseCategories, Meta=(DisplayName="Vector 4 Array"), Blueprintable, BlueprintType, MinimalAPI) class UNiagaraDataInterfaceArrayFloat4 : public [UNiagaraDataInterfaceArray](API\Plugins\Niagara\UNiagaraDataInterfaceArray)


description: Gets a copy of Niagara Bool Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Bool Array")) static [TArray](API\Runtime\Core\Containers\TArray)< bool > GetNiagaraArrayBool ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a single value within a Niagara Array Bool.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Bool Array Value")) static bool GetNiagaraArrayBoolValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Gets a copy of NiagaraFLinearColorData.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Color Array")) static [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > GetNiagaraArrayColor ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a single value within a Niagara ArrayFLinearColor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Color Array Value")) static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNiagaraArrayColorValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Gets a copy of Niagara Float Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Float Array")) static [TArray](API\Runtime\Core\Containers\TArray)< float > GetNiagaraArrayFloat ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a single value within a Niagara Array Float.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Float Array Value")) static float GetNiagaraArrayFloatValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Gets a copy of Niagara Int32 Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Int32 Array")) static [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetNiagaraArrayInt32 ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a single value within a Niagara Array Int32.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Int32 Array Value")) static int32 GetNiagaraArrayInt32Value ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Gets a copy of Niagara FMatrix Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Matrix Array")) static [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > GetNiagaraArrayMatrix ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, bool bApplyLWCRebase )


description: Gets a single value within a Niagara Array FMatrix.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Matrix Array Value")) static FMatrix GetNiagaraArrayMatrixValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index, bool bApplyLWCRebase )


description: Gets a single value within a Niagara Array Position.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Position Array Value")) static FVector GetNiagaraArrayPositionValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Gets a copy of Niagara Position Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Position Array")) static [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetNiagaraArrayPosition ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a copy of Niagara FQuat Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Quaternion Array")) static [TArray](API\Runtime\Core\Containers\TArray)< FQuat > GetNiagaraArrayQuat ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a single value within a Niagara Array FQuat.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Quaternion Array Value")) static FQuat GetNiagaraArrayQuatValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Gets a copy of Niagara UInt8 Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get UInt8 Array")) static [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetNiagaraArrayUInt8 ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a single value within a Niagara Array FVector2D.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Vector 2D Array Value")) static FVector2D GetNiagaraArrayVector2DValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Gets a single value within a Niagara Array UInt8.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get UInt8 Array Value")) static int32 GetNiagaraArrayUInt8Value ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Gets a copy of Niagara FVector Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Vector Array")) static [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetNiagaraArrayVector ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a copy of Niagara FVector2D Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Vector 2D Array")) static [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > GetNiagaraArrayVector2D ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a copy of Niagara FVector4 Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Vector 4 Array")) static [TArray](API\Runtime\Core\Containers\TArray)< FVector4 > GetNiagaraArrayVector4 ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName )


description: Gets a single value within a Niagara Array FVector4.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Vector 4 Array Value")) static FVector4 GetNiagaraArrayVector4Value ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Gets a single value within a Niagara Array FVector.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Get Vector Array Value")) static FVector GetNiagaraArrayVectorValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index )


description: Sets a single value within a Niagara Array Bool.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Set Bool Array Value")) static void SetNiagaraArrayBoolValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index, const bool & Value, bool bSizeToFit )


description: Sets Niagara Array Bool Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Set Bool Array")) static void SetNiagaraArrayBool ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & ArrayData )


description: Sets Niagara ArrayFLinearColorData.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Set Color Array")) static void SetNiagaraArrayColor ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & ArrayData )


description: Sets a single value within a Niagara ArrayFLinearColor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Set Color Array Value")) static void SetNiagaraArrayColorValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Value, bool bSizeToFit )


description: Sets Niagara Array Float Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Set Float Array")) static void SetNiagaraArrayFloat ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & ArrayData )


description: Sets a single value within a Niagara Array Float.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Set Float Array Value")) static void SetNiagaraArrayFloatValue ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index, float Value, bool bSizeToFit )


description: Sets Niagara Array Int32 Data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Set Int32 Array")) static void SetNiagaraArrayInt32 ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ArrayData )


description: Sets a single value within a Niagara Array Int32.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Niagara, Meta=(DisplayName="Niagara Set Int32 Array Value")) static void SetNiagaraArrayInt32Value ( [UNiagaraComponent](API\Plugins\Niagara\UNiagaraComponent) * NiagaraSystem, [FName](API\Runtime\Core\UObject\FName) OverrideName, int Index, int32 Value, bool bSizeToFit )