UNiagaraMeshRendererProperties

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Inheritance Hierarchy

References

Module

Niagara

Header

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

Include

#include "NiagaraMeshRendererProperties.h"

Syntax

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

Variables

Name Description

Public variable UProperty Category, EditAnywhere

uint32: 1

 

bLockedAxisEnable

If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation

Public variable UProperty Category, EditAnywhere, Meta

uint32: 1

 

bOverrideMaterials

Whether or not to use the OverrideMaterials array instead of the mesh's existing materials.

Public variable UProperty Category, EditAnywhere

uint32: 1

 

bSortOnlyWhenTranslucent

If true, the particles are only sorted when using a translucent material.

Public variable UProperty Category, EditAnywhere, Meta

uint32: 1

 

bSubImageBlend

If true, blends the sub-image UV lookup with its next adjacent member using the fractional part of the SubImageIndex float value as the linear interpolation factor.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

CameraOffsetBinding

Which attribute should we use for camera offset when rendering meshes?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

ColorBinding

Which attribute should we use for color when generating instanced meshes?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

CustomSortingBinding

Which attribute should we use custom sorting of particles in this emitter.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

DynamicMaterial1Binding

Which attribute should we use for dynamic material parameters when generating instanced meshes?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

DynamicMaterial2Binding

Which attribute should we use for dynamic material parameters when generating instanced meshes?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

DynamicMaterial3Binding

Which attribute should we use for dynamic material parameters when generating instanced meshes?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

DynamicMaterialBinding

Which attribute should we use for dynamic material parameters when generating instanced meshes?

Public variable UProperty Category, EditAnywhere

ENiagaraMeshFac...

 

FacingMode

Determines how the mesh orients itself relative to the camera.

Public variable UProperty Category, EditAnywhere, Meta

FVector

 

LockedAxis

Arbitrary axis by which to lock facing rotations

Public variable UProperty Category, EditAnywhere, Meta

ENiagaraMeshLoc...

 

LockedAxisSpace

Specifies what space the locked axis is in

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

MaterialRandomBinding

Which attribute should we use for material randoms when generating instanced meshes?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

MeshOrientationBinding

Which attribute should we use for orienting meshes when generating instanced meshes?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

NormalizedAgeBinding

Which attribute should we use for Normalized Age?

Public variable UProperty Category, EditAnywhere, Meta

TArray< FNiagar...

 

OverrideMaterials

The materials to be used instead of the StaticMesh's materials.

Public variable UProperty Category, EditAnywhere

UStaticMesh ...

 

ParticleMesh

The static mesh to be instanced when rendering mesh particles.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

PositionBinding

Which attribute should we use for position when generating instanced meshes?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

ScaleBinding

Which attribute should we use for scale when generating instanced meshes?

Public variable UProperty Category, EditAnywhere

ENiagaraSortMod...

 

SortMode

Determines how we sort the particles prior to rendering.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

SubImageIndexBinding

Which attribute should we use for sprite sub-image indexing when generating sprites?

Public variable UProperty Category, EditAnywhere

FVector2D

 

SubImageSize

When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

VelocityBinding

Which attribute should we use for velocity when generating instanced meshes?

Constructors

Functions

Name Description

Public function

void

 

CheckMaterialUsage()

Protected function

bool

 

FindBinding

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

Public function Const

void

 

GetIndexInfoPerSection

(
    int32 LODIndex,
    TArray< TPair< int32, int32 >>& In...
)

Protected function

void

 

InitBindings()

Public function Static

void

 

InitCDOPropertiesAfterModuleStartup()

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

Public function

void

 

OnMeshChanged()

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

uint32

 

GetNumIndicesPerInstance()

GPU simulation uses DrawIndirect, so the sim step needs to know indices per instance in order to prepare the draw call parameters.

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

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

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

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Constants

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