fx.MaxNiagaraGPUParticlesSpawnPerFrame
fx.MaxNiagaraGPUParticlesSpawnPerFrame
#Overview
name: fx.MaxNiagaraGPUParticlesSpawnPerFrame
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
The max number of GPU particles we expect to spawn in a single frame.\n
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraEmitterInstanceImpl.cpp:73
Scope: file
Source code excerpt:
static int32 GMaxNiagaraGPUParticlesSpawnPerFrame = 2000000;
static FAutoConsoleVariableRef CVarMaxNiagaraGPUParticlesSpawnPerFrame(
TEXT("fx.MaxNiagaraGPUParticlesSpawnPerFrame"),
GMaxNiagaraGPUParticlesSpawnPerFrame,
TEXT("The max number of GPU particles we expect to spawn in a single frame.\n"),
ECVF_Default
);
//////////////////////////////////////////////////////////////////////////
#Loc: <Workspace>/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraEmitter.h:324
Scope: file
Source code excerpt:
FNiagaraEmitterScalabilityOverrides ScalabilityOverrides;
/** An override on the max number of GPU particles we expect to spawn in a single frame. A value of 0 means it'll use fx.MaxNiagaraGPUParticlesSpawnPerFrame.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = "Emitter", meta = (EditCondition = "SimTarget == ENiagaraSimTarget::GPUComputeSim", DisplayName = "Max GPU Particles Spawn per Frame", EditConditionHides))
int32 MaxGPUParticlesSpawnPerFrame;
/**
The emitter needs to allocate memory for the particles each tick.
To prevent reallocations, the emitter should allocate as much memory as is needed for the max particle count.