REFERENCESUBSYSTEMS AND LIBRARIES
UCFGlassShardSubsystem
Spawns the shards of broken glass panes: one pooled Niagara system per broken pane. A system returns to the pool once it has finished, when its pane is repaired, and at the end of play.
Never spawns on a dedicated server. The default shard system, UCFSettings::DefaultGlassShardSystem, loads asynchronously when play begins and is never loaded synchronously: until it is in memory, GetDefaultSystem returns nullptr.
Functions
The shard subsystem of WorldContext's world; nullptr when there is none.
Whether a world in NetMode spawns shards: everything but a dedicated server.
The default shard system once it is in memory; nullptr until then. Never loads it.
Spawns Spawn's shards as one pooled system made from System, for Owner's unit OwnerKey, and returns it. Returns nullptr for an empty Spawn and when Niagara's pre-cull check rejects the system. Shards beyond CFGlassShardSystem::GetMaxLiveShards() are dropped, and the oldest systems are released while the live shards exceed that cap. Past CFGlassShardSystem::GetShardSystemsPerFrame() in a frame the spawn waits for a later frame, in order, and this returns nullptr; it then starts moved along each shard's velocity by the time it waited, up to CFGlassShardSystem::MaxQueuedFlightSeconds.
Removes Owner's live and waiting shards at once; INDEX_NONE: every unit of Owner.
Removes every live and waiting shard at once.
The number of shards in the live systems.
The number of pooled systems held, finished ones not yet returned included.