| UObjectBase
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Module |
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Header |
/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraMeshRendererProperties.h |
Include |
#include "NiagaraMeshRendererProperties.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Meta=(DisplayName="Mesh Renderer"))
class UNiagaraMeshRendererProperties : public UNiagaraRendererProperties
Name | Description | ||
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uint32: 1 |
bLockedAxisEnable |
If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation |
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uint32: 1 |
bOverrideMaterials |
Whether or not to use the OverrideMaterials array instead of the mesh's existing materials. |
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uint32: 1 |
bSortOnlyWhenTranslucent |
If true, the particles are only sorted when using a translucent material. |
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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. |
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CameraOffsetBinding |
Which attribute should we use for camera offset when rendering meshes? |
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ColorBinding |
Which attribute should we use for color when generating instanced meshes? |
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CustomSortingBinding |
Which attribute should we use custom sorting of particles in this emitter. |
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DynamicMaterial1Binding |
Which attribute should we use for dynamic material parameters when generating instanced meshes? |
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DynamicMaterial2Binding |
Which attribute should we use for dynamic material parameters when generating instanced meshes? |
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DynamicMaterial3Binding |
Which attribute should we use for dynamic material parameters when generating instanced meshes? |
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DynamicMaterialBinding |
Which attribute should we use for dynamic material parameters when generating instanced meshes? |
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FacingMode |
Determines how the mesh orients itself relative to the camera. |
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LockedAxis |
Arbitrary axis by which to lock facing rotations |
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LockedAxisSpace |
Specifies what space the locked axis is in |
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MaterialRandomBinding |
Which attribute should we use for material randoms when generating instanced meshes? |
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MeshOrientationBinding |
Which attribute should we use for orienting meshes when generating instanced meshes? |
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NormalizedAgeBinding |
Which attribute should we use for Normalized Age? |
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OverrideMaterials |
The materials to be used instead of the StaticMesh's materials. |
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UStaticMesh ... |
ParticleMesh |
The static mesh to be instanced when rendering mesh particles. |
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PositionBinding |
Which attribute should we use for position when generating instanced meshes? |
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ScaleBinding |
Which attribute should we use for scale when generating instanced meshes? |
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SortMode |
Determines how we sort the particles prior to rendering. |
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SubImageIndexBinding |
Which attribute should we use for sprite sub-image indexing when generating sprites? |
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SubImageSize |
When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y. |
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VelocityBinding |
Which attribute should we use for velocity when generating instanced meshes? |
Name | Description | |
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UNiagaraMeshRendererProperties() |
Name | Description | ||
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CheckMaterialUsage() |
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FindBinding ( |
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GetIndexInfoPerSection |
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InitBindings() |
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InitCDOPropertiesAfterModuleStartup() |
The bindings depend on variables that are created during the NiagaraModule startup. |
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OnMeshChanged() |
Name | Description | ||
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FNiagaraBoun... |
CreateBoundsCalculator() |
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FNiagaraRend... |
CreateEmitterRenderer ( |
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FixMaterial ( |
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GetNumIndicesPerInstance() |
GPU simulation uses DrawIndirect, so the sim step needs to know indices per instance in order to prepare the draw call parameters. |
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const TArray... |
GetOptionalAttributes() |
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GetRendererFeedback |
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GetRendererTooltipWidgets ( |
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GetRendererWidgets ( |
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GetUsedMaterials ( |
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IsMaterialValidForRenderer |
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IsSimTargetSupported ( |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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MeshRendererPropertiesToDeferredInit |