Files
UnrealEngineUWP/Engine/Source/Editor/Cascade/Classes/CascadeParticleSystemComponent.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

43 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Particles/ParticleSystemComponent.h"
#include "CascadeParticleSystemComponent.generated.h"
/**
* Used to provide an extended particle system component to allow collision to function in the preview window.
*/
UCLASS(hidecategories=Object, hidecategories=Physics, hidecategories=Collision, editinlinenew)
class UCascadeParticleSystemComponent : public UParticleSystemComponent
{
GENERATED_UCLASS_BODY()
public:
class FCascadeEdPreviewViewportClient* CascadePreviewViewportPtr;
//~ Begin UActorComponent Interface
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
//~ End UActorComponent Interface
/**
* Updates time dependent state for this component, called from within Cascade.
* Requires component to be registered
* @param DeltaTime - The time since the last tick.
* @param TickType - The kind of tick this is
*/
void CascadeTickComponent(float DeltaTime, enum ELevelTick TickType);
// Collision Handling...
virtual bool ParticleLineCheck(FHitResult& Hit, AActor* SourceActor, const FVector& End, const FVector& Start, const FVector& Extent, const FCollisionObjectQueryParams&) override;
virtual bool Editor_CanBeTickManaged()const { return false; }
protected:
virtual void UpdateLODInformation() override;
};