ParticleEventManagerClassPath

ParticleEventManagerClassPath

#Overview

name: ParticleEventManagerClassPath

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:201, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1740

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Sets the class to use to spawn a ParticleEventManager that can handle game-specific particle system behavior */
	UPROPERTY(globalconfig)
	FString ParticleEventManagerClassPath;

	/** Used to alter the intensity level of the selection highlight on selected objects */
	UPROPERTY(transient)
	float SelectionHighlightIntensity;

	/** Used to alter the intensity level of the selection highlight on selected BSP surfaces */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/WorldSettings.cpp:183

Scope (from outer to inner):

file
function     void AWorldSettings::PreInitializeComponents

Source code excerpt:


		// only create once - 
		if (World->MyParticleEventManager == NULL && !GEngine->ParticleEventManagerClassPath.IsEmpty())
		{
			UObject* Object = StaticLoadObject(UClass::StaticClass(), NULL, *GEngine->ParticleEventManagerClassPath, NULL, LOAD_NoWarn, NULL);
			if (Object != NULL)
			{
				TSubclassOf<AParticleEventManager> ParticleEventManagerClass = Cast<UClass>(Object);
				if (ParticleEventManagerClass != NULL)
				{
					FActorSpawnParameters SpawnParameters;