Files
UnrealEngineUWP/Engine/Source/Editor/Cascade/Classes/CascadeParticleSystemComponent.h
Ori Cohen e0872056b1 Particles can specify object types to collide with (fix build)
[CL 2292481 by Ori Cohen in Main branch]
2014-09-10 12:31:05 -04:00

38 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#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&);
protected:
virtual void UpdateLODInformation();
};