Files
UnrealEngineUWP/Engine/Source/Runtime/Niagara/Public/NiagaraFunctionLibrary.h
Olaf Piesche e135c26c94 Niagara BP spawning, constant setting (experimental!)
[CL 2520239 by Olaf Piesche in Main branch]
2015-04-21 18:43:18 -04:00

30 lines
1.6 KiB
C++

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine.h" // needed for access to UBlueprintFunctionLibrary
#include "NiagaraFunctionLibrary.generated.h"
/**
* A C++ and Blueprint accessible library of utility functions for accessing Leap Motion device.
* All positions & orientations are returned in Unreal reference frame & units, assuming the Leap device is located at the origin.
*/
UCLASS()
class NIAGARA_API UNiagaraFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
/**
* Spawns a Niagara effect at the specified world location/rotation
* @return The spawned UNiagaraComponent
*/
UFUNCTION(BlueprintCallable, Category = Niagara, meta = (Keywords = "niagara effect", WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true"))
static UNiagaraComponent* SpawnEffectAtLocation(UObject* WorldContextObject, class UNiagaraEffect* EffectTemplate, FVector Location, FRotator Rotation = FRotator::ZeroRotator, bool bAutoDestroy = true);
UFUNCTION(BlueprintCallable, Category = Niagara, meta = (Keywords = "niagara effect", UnsafeDuringActorConstruction = "true"))
static UNiagaraComponent* SpawnEffectAttached(UNiagaraEffect* EffectTemplate, USceneComponent* AttachToComponent, FName AttachPointName, FVector Location, FRotator Rotation, EAttachLocation::Type LocationType, bool bAutoDestroy);
UFUNCTION(BlueprintCallable, Category = Niagara, meta = (Keywords = "niagara effect", UnsafeDuringActorConstruction = "true"))
static void SetUpdateScriptConstant(UNiagaraComponent* Component, FName EmitterName, FName ConstantName, FVector Value);
};