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, MinimalAPI, 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

uint32: 1

 

bAlphaScalesBrightness

When checked, will treat the alpha value of the particle's color as a multiplier of the light's brightness.

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

FNiagaraDataSet...

 

ColorDataSetAccessor

Public variable UProperty Category, EditAnywhere, Meta

float

 

DefaultExponent

The exponent to use for all lights if no exponent binding was found

Public variable

FNiagaraDataSet...

 

EnabledDataSetAccessor

Public variable

FNiagaraDataSet...

 

ExponentDataSetAccessor

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

FNiagaraVariabl...

 

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.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

FNiagaraVariabl...

 

PositionBinding

Which attribute should we use for position when generating lights?

Public variable

FNiagaraDataSet...

 

PositionDataSetAccessor

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

FNiagaraVariabl...

 

RadiusBinding

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

Public variable

FNiagaraDataSet...

 

RadiusDataSetAccessor

Public variable UProperty Category, EditAnywhere, Meta

float

 

RadiusScale

A factor used to scale each particle light radius

Public variable UProperty Category, EditAnywhere

int32

 

RendererVisibility

If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

Public variable

FNiagaraDataSet...

 

RendererVisibilityTagAccessor

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

FNiagaraVariabl...

 

RendererVisibilityTagBinding

Which attribute should we use for the renderer visibility tag?

Public variable

FNiagaraDataSet...

 

ScatteringDataSetAccessor

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

void

 

CacheFromCompiledData

(
    const FNiagaraDataSetCompiledData&...
)

Public function Virtual

FNiagaraBoun...

 

CreateBoundsCalculator()

Public function Virtual

FNiagaraRend...

 

CreateEmitterRenderer

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

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.

Public function Virtual

void

 

PostLoad()

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

Constants

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