#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Components/SceneComponent.h" #include "EmitterConnection.h" #include "InstancedNiagaraComponent.generated.h" class UNiagaraComponent; UCLASS(Blueprintable, EditInlineNew, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UInstancedNiagaraComponent : public USceneComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Emitters; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UNiagaraComponent* NiagaraComponent; public: UInstancedNiagaraComponent(); UFUNCTION(BlueprintCallable) void SpawnParticlesFromName(const FVector Location, const FName EmitterName); UFUNCTION(BlueprintCallable) void SpawnParticles(const FVector Location, const int32 EmitterIndex); };