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