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

 

bEnableCameraDistanceCulling

Enables frustum culling of individual mesh particles

Public variable UProperty Category, EditAnywhere

uint32: 1

 

bEnableFrustumCulling

Enables frustum culling of individual mesh particles

Public variable UProperty Category, EditAnywhere

uint32: 1

 

bEnableMeshFlipbook

When checked, will treat 'ParticleMesh' as the first frame of the flipbook, and will use the other mesh flipbook options to find the other frames

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 displayname

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

UStaticMesh ...

 

FirstFlipbookFrame

The static mesh to use for the first frame of the flipbook.

Public variable UProperty Category, EditAnywhere, Meta

FString

 

FlipbookSuffixFormat

Provides the format of the suffix of the names of the static meshes when searching for flipbook frames.

Public variable UProperty Category, EditAnywhere, Meta

uint32

 

FlipbookSuffixNumDigits

The number of digits to expect in the frame number of the flipbook page.

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

TArray< FNiagar...

 

MaterialParameterBindings

If this array has entries, we will create a MaterialInstanceDynamic per Emitter instance from Material and set the Material parameters using the Niagara simulation variables listed.

Public variable

uint32

 

MaterialParamValidMask

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

MaterialRandomBinding

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

Public variable UProperty Category, EditAnywhere, Meta

float

 

MaxCameraDistance

Public variable UProperty Category, EditAnywhere, Meta

TArray< FNiagar...

 

Meshes

The static mesh(es) to be instanced when rendering mesh particles.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

MeshIndexBinding

Which attribute should we use to pick the element in the mesh array on the mesh renderer?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

MeshOrientationBinding

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

Public variable UProperty Category, EditAnywhere, Meta

float

 

MinCameraDistance

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

NormalizedAgeBinding

Which attribute should we use for Normalized Age?

Public variable UProperty Category, EditAnywhere, Meta

uint32

 

NumFlipbookFrames

The number of frames (static meshes) to be included in the flipbook.

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

FNiagaraVariabl...

 

PositionBinding

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

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevCameraOffsetBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevMeshOrientationBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevPositionBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevScaleBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevVelocityBinding

Public variable

FNiagaraRendere...

 

RendererLayoutWithCustomSorting

Public variable

FNiagaraRendere...

 

RendererLayoutWithoutCustomSorting

Public variable UProperty Category, EditAnywhere

uint32

 

RendererVisibility

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

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

RendererVisibilityTagBinding

Which attribute should we use for the renderer visibility tag?

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

ENiagaraRendere...

 

SourceMode

Whether or not to draw a single element for the Emitter or to draw the particles.

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

Protected function

bool

 

ChangeRequiresMeshListRebuild

(
    const FProperty* Property
)

Public function

void

 

CheckMaterialUsage()

Public function Const

void

 

GetUsedMeshMaterials

(
    int32 MeshIndex,
    const FNiagaraEmitterInstance*...,
    TArray< UMaterialInterface* > ...
)

Protected function

void

 

InitBindings()

Public function Static

void

 

InitCDOPropertiesAfterModuleStartup()

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

Public function

void

 

OnAssetReimported

(
    UObject*
)

Public function

void

 

OnMeshChanged()

Public function

void

 

OnMeshPostBuild

(
    UStaticMesh*
)

Protected function

void

 

RebuildMeshList()

Protected function

void

 

SetPreviousBindings

(
    const UNiagaraEmitter* SrcEmit...,
    ENiagaraRendererSourceDataMode InSo...
)

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

void

 

GetAdditionalVariables

(
    TArray< FNiagaraVariableBase >& Ou...
)

Public function Virtual Const

ENiagaraRend...

 

GetCurrentSourceMode()

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
)

Public function Virtual Const

bool

 

IsSupportedVariableForBinding

(
    const FNiagaraVariableBase& InSour...,
    const FName& InTargetBindingName
)

Protected function Virtual Const

bool

 

NeedsMIDsForMaterials()

Public function Virtual

bool

 

PopulateRequiredBindings

(
    FNiagaraParameterStore& InParamete...
)

In the case that we need parameters bound in that aren't Particle variables, these should be set up here so that the data is appropriately populated after the simulation.

Public function Virtual

void

 

RemoveVariable

(
    const FNiagaraVariableBase& OldVar...,
    const UNiagaraEmitter* InEmitt...
)

Public function Virtual

void

 

RenameVariable

(
    const FNiagaraVariableBase& OldVar...,
    const FNiagaraVariableBase& NewVar...,
    const UNiagaraEmitter* InEmitt...
)

Protected function Virtual

void

 

UpdateSourceModeDerivates

(
    ENiagaraRendererSourceDataMode InSo...,
    bool bFromPropertyEdit
)

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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