| UObjectBase
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Module |
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Header |
/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraLightRendererProperties.h |
Include |
#include "NiagaraLightRendererProperties.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, MinimalAPI, Meta=(DisplayName="Light Renderer"))
class UNiagaraLightRendererProperties : public UNiagaraRendererProperties
Name | Description | ||
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uint32: 1 |
bAffectsTranslucency |
Whether lights from this renderer should affect translucency. |
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uint32: 1 |
bAlphaScalesBrightness |
When checked, will treat the alpha value of the particle's color as a multiplier of the light's brightness. |
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uint32: 1 |
bUseInverseSquaredFalloff |
Whether to use physically based inverse squared falloff from the light. |
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ColorAdd |
A static color shift applied to each rendered light |
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ColorBinding |
Which attribute should we use for light color when generating lights? |
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ColorDataSetAccessor |
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float |
DefaultExponent |
The exponent to use for all lights if no exponent binding was found |
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EnabledDataSetAccessor |
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ExponentDataSetAccessor |
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LightExponentBinding |
Which attribute should we use for the light's exponent when inverse squared falloff is disabled? |
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LightRenderingEnabledBinding |
Which attribute should we use to check if light rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis. |
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PositionBinding |
Which attribute should we use for position when generating lights? |
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PositionDataSetAccessor |
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RadiusBinding |
Which attribute should we use for light radius when generating lights? |
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RadiusDataSetAccessor |
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float |
RadiusScale |
A factor used to scale each particle light radius |
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RendererVisibility |
If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. |
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RendererVisibilityTagAccessor |
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RendererVisibilityTagBinding |
Which attribute should we use for the renderer visibility tag? |
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ScatteringDataSetAccessor |
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VolumetricScatteringBinding |
Which attribute should we use for the intensity of the volumetric scattering from this light? This scales the light's intensity and color. |
Name | Description | |
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UNiagaraLightRendererProperties() |
Name | Description | ||
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InitCDOPropertiesAfterModuleStartup() |
The bindings depend on variables that are created during the NiagaraModule startup. |
Name | Description | ||
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CacheFromCompiledData ( |
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FNiagaraBoun... |
CreateBoundsCalculator() |
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FNiagaraRend... |
CreateEmitterRenderer ( |
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FixMaterial ( |
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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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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. |
Name |
Description |
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LightRendererPropertiesToDeferredInit |