fx.MaxNiagaraGPUParticlesSpawnPerFrame

fx.MaxNiagaraGPUParticlesSpawnPerFrame

#Overview

name: fx.MaxNiagaraGPUParticlesSpawnPerFrame

This variable is created as a Console Variable (cvar).

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.