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40 lines
1.4 KiB
C++
40 lines
1.4 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Particles/ParticleSystemComponent.h"
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#include "CascadeParticleSystemComponent.generated.h"
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/**
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* Used to provide an extended particle system component to allow collision to function in the preview window.
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*/
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UCLASS(hidecategories=Object, hidecategories=Physics, hidecategories=Collision, editinlinenew)
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class UCascadeParticleSystemComponent : public UParticleSystemComponent
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{
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GENERATED_UCLASS_BODY()
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public:
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class FCascadeEdPreviewViewportClient* CascadePreviewViewportPtr;
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//~ Begin UActorComponent Interface
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
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//~ End UActorComponent Interface
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/**
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* Updates time dependent state for this component, called from within Cascade.
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* Requires component to be registered
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* @param DeltaTime - The time since the last tick.
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* @param TickType - The kind of tick this is
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*/
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void CascadeTickComponent(float DeltaTime, enum ELevelTick TickType);
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// Collision Handling...
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virtual bool ParticleLineCheck(FHitResult& Hit, AActor* SourceActor, const FVector& End, const FVector& Start, const FVector& Extent, const FCollisionObjectQueryParams&) override;
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protected:
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virtual void UpdateLODInformation() override;
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};
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