text: // Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
  
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "UObject/ObjectMacros.h"
  #include "Particles/Location/ParticleModuleLocation.h"
  #include "ParticleModuleLocation_Seeded.generated.h"
  
  struct FParticleEmitterInstance;
  
  UCLASS(editinlinenew, hidecategories=Object, meta=(DisplayName = "Initial Location (Seed)"))
  class ENGINE_API UParticleModuleLocation_Seeded : public UParticleModuleLocation
  {
  	GENERATED_UCLASS_BODY()
  
  	/** The random seed(s) to use for looking up values in StartLocation */
  	UPROPERTY(EditAnywhere, Category=RandomSeed)
  	struct FParticleRandomSeedInfo RandomSeedInfo;
  
  
  	//Begin UParticleModule Interface
  	virtual void Spawn(FParticleEmitterInstance* Owner, int32 Offset, float SpawnTime, FBaseParticle* ParticleBase) override;
  	virtual uint32 RequiredBytesPerInstance() override;
  	virtual uint32 PrepPerInstanceBlock(FParticleEmitterInstance* Owner, void* InstData) override;
  	virtual FParticleRandomSeedInfo* GetRandomSeedInfo() override
  	{
  		return &RandomSeedInfo;
  	}
  	virtual void EmitterLoopingNotify(FParticleEmitterInstance* Owner) override;
  	//End UParticleModule Interface
  };
  
  
  
  