5#include "GameFramework/Actor.h"
6#include "BISCullDistanceVolume.generated.h"
8#define CULL_LIST_UPDATE_FREQUENCY 1.0f
9#define MAX_ACTIVE_LIGHTS 50
10#define MAX_ACTIVE_PARTICLES 100
11#define PARTICLE_NEAR_RANGE 5000.0f
12#define PARTICLE_CULL_DISTANCE 25000.0f
13#define LIGHTS_MAX_DRAWDISTANCE 50000.0f
15class UFXSystemComponent;
24 static void UpdateCullableObjects();
26 UFUNCTION(BlueprintCallable)
27 static void AddToIgnoreParticlesList(UFXSystemComponent* ParticleSystem);
28 UFUNCTION(BlueprintCallable)
29 static void RemoveFromIgnoreList(UFXSystemComponent* ParticleSystem);
30 UFUNCTION(BlueprintCallable)
31 static void AddRateLimitedParticleSystem(UFXSystemComponent* ParticleSystem);
32 UFUNCTION(BlueprintCallable)
33 static void RemoveRateLimitedParticleSystem(UFXSystemComponent* ParticleSystem);
37 static void FadeLight(
class ULightComponent* Light,
bool bToggle);
39 virtual void BeginPlay()
override;
40 virtual void EndPlay(
const EEndPlayReason::Type EndPlayReason)
override;
41 virtual void Tick(
float DeltaTime)
override;
47 static TWeakObjectPtr<class APlayerController>
Viewer;
48 static TWeakObjectPtr<class UWorld>
World;
Definition: BISCullDistanceVolume.h:19
static TMap< uint32, TWeakObjectPtr< UFXSystemComponent > > RateLimitedParticles
Definition: BISCullDistanceVolume.h:44
static TWeakObjectPtr< class APlayerController > Viewer
Definition: BISCullDistanceVolume.h:47
static TMap< uint32, TWeakObjectPtr< UFXSystemComponent > > IgnoredParticles
Definition: BISCullDistanceVolume.h:43
static uint32 RateLimitedParticlesCheckpoint
Definition: BISCullDistanceVolume.h:45
static TWeakObjectPtr< class UWorld > World
Definition: BISCullDistanceVolume.h:48