unreal.NiagaraSpriteFacingMode

class unreal.NiagaraSpriteFacingMode

Bases: unreal.EnumBase

This enum decides how a sprite particle will orient its “facing” axis. Must keep these in sync with NiagaraSpriteVertexFactory.ush

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraSpriteRendererProperties.h

CUSTOM_FACING_VECTOR

The sprite billboard faces toward the “Particles.SpriteFacing” vector attribute. If the “Particles.SpriteFacing” attribute is missing, this falls back to FaceCamera mode.

Type

2

FACE_CAMERA

The sprite billboard origin is always “looking at” the camera origin, trying to keep its up axis aligned to the camera’s up axis.

Type

0

FACE_CAMERA_DISTANCE_BLEND

Blends between FaceCamera and FaceCameraPosition.

Type

4

FACE_CAMERA_PLANE

The sprite billboard plane is completely parallel to the camera plane. Particle always looks “flat”

Type

1

FACE_CAMERA_POSITION

Faces the camera position, but is not dependent on the camera rotation. This method produces more stable particles under camera rotation. Uses the up axis of (0,0,1).

Type

3