# Define Global Vector Field in C++ Code

**URL:** <https://forums.unrealengine.com/t/define-global-vector-field-in-c-code/360077>\
**Category:** FX\
**Tags:** vector-fields, unreal-engine, question\
**Created:** [June 8, 2016, 2:00pm UTC](https://forums.unrealengine.com/t/define-global-vector-field-in-c-code/360077 "2016-06-08T14:00:02Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_f9775595](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f9775595](https://forums.unrealengine.com/u/anonymous_user_f9775595)\
**Post date:** [June 8, 2016, 2:00pm UTC](https://forums.unrealengine.com/t/define-global-vector-field-in-c-code/360077/1 "2016-06-08T14:00:02Z")

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By following the official tutorial documentation on Particle Systems I see that Vector Field Volume Actors have a Vector Field attached to them and the field of vectors is defined from an ASCII file which you load in at compile time. I would like to specify a dynamic vector field to be defined programmatically using something like a `std::vector` for example through a `Tick()` operation at runtime.

I theorise also that I should be able to extend some `VectorField` class and attach an instance to my Vector Field Volume and in this extended class I can define the vector field builder code I want.

Does anyone know whether what I am proposing is possible?
