UNiagaraLightRendererProperties

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MacOS
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Inheritance Hierarchy

References

Module

Niagara

Header

/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraLightRendererProperties.h

Include

#include "NiagaraLightRendererProperties.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Meta=(DisplayName="Light Renderer"))
class UNiagaraLightRendererProperties : public UNiagaraRendererProperties

Variables

Name Description

Public variable UProperty Category, EditAnywhere

uint32: 1

 

bAffectsTranslucency

Whether lights from this renderer should affect translucency.

Public variable UProperty Category, EditAnywhere, Meta

uint32: 1

 

bOverrideRenderingEnabled

By default, a light is spawned for each particle.

Public variable UProperty Category, EditAnywhere

uint32: 1

 

bUseInverseSquaredFalloff

Whether to use physically based inverse squared falloff from the light.

Public variable UProperty Category, EditAnywhere

FVector

 

ColorAdd

A static color shift applied to each rendered light

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

FNiagaraVariabl...

 

ColorBinding

Which attribute should we use for light color when generating lights?

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta

FNiagaraVariabl...

 

LightExponentBinding

Which attribute should we use for the light's exponent when inverse squared falloff is disabled?

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta

FNiagaraVariabl...

 

LightRenderingEnabledBinding

Which attribute should we use to check if light rendering should be enabled for a particle?

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

FNiagaraVariabl...

 

PositionBinding

Which attribute should we use for position when generating lights?

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

FNiagaraVariabl...

 

RadiusBinding

Which attribute should we use for light radius when generating lights?

Public variable UProperty Category, EditAnywhere, Meta

float

 

RadiusScale

A factor used to scale each particle light radius

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

FNiagaraVariabl...

 

VolumetricScatteringBinding

Which attribute should we use for the intensity of the volumetric scattering from this light? This scales the light's intensity and color.

Constructors

Functions

Name Description

Public function Static

void

 

InitCDOPropertiesAfterModuleStartup()

The bindings depend on variables that are created during the NiagaraModule startup.

Overridden from UNiagaraRendererProperties

Name Description

Public function Virtual

FNiagaraBoun...

 

CreateBoundsCalculator()

Public function Virtual

FNiagaraRend...

 

CreateEmitterRenderer

(
    ERHIFeatureLevel::Type FeatureLevel,
    const FNiagaraEmitterInstance*...
)

Public function Virtual

void

 

FixMaterial

(
    UMaterial* Material
)

Public function Virtual

const TArray...

 

GetOptionalAttributes()

Public function Virtual Const

void

 

GetRendererFeedback

(
    const UNiagaraEmitter* InEmitt...,
    TArray< FText >& OutErrors,
    TArray< FText >& OutWarnings,
    TArray< FText >& OutInfo
)

Public function Virtual Const

void

 

GetRendererTooltipWidgets

(
    const FNiagaraEmitterInstance*...,
    TArray< TSharedPtr< SWidget >>& Ou...,
    TSharedPtr< FAssetThumbnailPool > I...
)

Public function Virtual Const

void

 

GetRendererWidgets

(
    const FNiagaraEmitterInstance*...,
    TArray< TSharedPtr< SWidget >>& Ou...,
    TSharedPtr< FAssetThumbnailPool > I...
)

Public function Virtual Const

void

 

GetUsedMaterials

(
    const FNiagaraEmitterInstance*...,
    TArray< UMaterialInterface* > ...
)

Public function Virtual

bool

 

IsMaterialValidForRenderer

(
    UMaterial* Material,
    FText& InvalidMessage
)

Public function Virtual Const

bool

 

IsSimTargetSupported

(
    ENiagaraSimTarget InSimTarget
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Constants

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