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]
- INI Section:
/Script/Engine.Engine
- Raw value:
"/Script/Engine.ParticleEventManager"
- Is Array:
False
#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;