| UObjectBase
|
Module |
|
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 | ||
---|---|---|---|
|
uint32: 1 |
bEnableCameraDistanceCulling |
Enables frustum culling of individual mesh particles |
|
uint32: 1 |
bEnableFrustumCulling |
Enables frustum culling of individual mesh particles |
|
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 |
|
uint32: 1 |
bLockedAxisEnable |
If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation |
|
uint32: 1 |
bOverrideMaterials |
Whether or not to use the OverrideMaterials array instead of the mesh's existing materials. |
|
uint32: 1 |
bSortOnlyWhenTranslucent |
If true, the particles are only sorted when using a translucent material. |
|
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. |
|
CameraOffsetBinding |
Which attribute should we use for camera offset when rendering meshes? |
|
|
ColorBinding |
Which attribute should we use for color when generating instanced meshes? |
|
|
CustomSortingBinding |
Which attribute should we use custom sorting of particles in this emitter. |
|
|
DynamicMaterial1Binding |
Which attribute should we use for dynamic material parameters when generating instanced meshes? |
|
|
DynamicMaterial2Binding |
Which attribute should we use for dynamic material parameters when generating instanced meshes? |
|
|
DynamicMaterial3Binding |
Which attribute should we use for dynamic material parameters when generating instanced meshes? |
|
|
DynamicMaterialBinding |
Which attribute should we use for dynamic material parameters when generating instanced meshes? |
|
|
FacingMode |
Determines how the mesh orients itself relative to the camera. |
|
|
UStaticMesh ... |
FirstFlipbookFrame |
The static mesh to use for the first frame of the flipbook. |
|
FlipbookSuffixFormat |
Provides the format of the suffix of the names of the static meshes when searching for flipbook frames. |
|
|
FlipbookSuffixNumDigits |
The number of digits to expect in the frame number of the flipbook page. |
|
|
LockedAxis |
Arbitrary axis by which to lock facing rotations |
|
|
LockedAxisSpace |
Specifies what space the locked axis is in |
|
|
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. |
|
|
MaterialParamValidMask |
||
|
MaterialRandomBinding |
Which attribute should we use for material randoms when generating instanced meshes? |
|
|
float |
MaxCameraDistance |
|
|
Meshes |
The static mesh(es) to be instanced when rendering mesh particles. |
|
|
MeshIndexBinding |
Which attribute should we use to pick the element in the mesh array on the mesh renderer? |
|
|
MeshOrientationBinding |
Which attribute should we use for orienting meshes when generating instanced meshes? |
|
|
float |
MinCameraDistance |
|
|
NormalizedAgeBinding |
Which attribute should we use for Normalized Age? |
|
|
NumFlipbookFrames |
The number of frames (static meshes) to be included in the flipbook. |
|
|
OverrideMaterials |
The materials to be used instead of the StaticMesh's materials. |
|
|
PositionBinding |
Which attribute should we use for position when generating instanced meshes? |
|
|
PrevCameraOffsetBinding |
||
|
PrevMeshOrientationBinding |
||
|
PrevPositionBinding |
||
|
PrevScaleBinding |
||
|
PrevVelocityBinding |
||
|
RendererLayoutWithCustomSorting |
||
|
RendererLayoutWithoutCustomSorting |
||
|
RendererVisibility |
If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. |
|
|
RendererVisibilityTagBinding |
Which attribute should we use for the renderer visibility tag? |
|
|
ScaleBinding |
Which attribute should we use for scale when generating instanced meshes? |
|
|
SortMode |
Determines how we sort the particles prior to rendering. |
|
|
SourceMode |
Whether or not to draw a single element for the Emitter or to draw the particles. |
|
|
SubImageIndexBinding |
Which attribute should we use for sprite sub-image indexing when generating sprites? |
|
|
SubImageSize |
When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y. |
|
|
VelocityBinding |
Which attribute should we use for velocity when generating instanced meshes? |
Name | Description | |
---|---|---|
|
UNiagaraMeshRendererProperties() |
Name | Description | ||
---|---|---|---|
|
ChangeRequiresMeshListRebuild ( |
||
|
CheckMaterialUsage() |
||
|
GetUsedMeshMaterials ( |
||
|
InitBindings() |
||
|
InitCDOPropertiesAfterModuleStartup() |
The bindings depend on variables that are created during the NiagaraModule startup. |
|
|
OnAssetReimported ( |
||
|
OnMeshChanged() |
||
|
OnMeshPostBuild ( |
||
|
RebuildMeshList() |
||
|
SetPreviousBindings ( |
Name | Description | ||
---|---|---|---|
|
BeginDestroy() |
Called before destroying the object. |
|
|
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
|
|
PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
|
|
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
|
|
PreEditChange ( |
This is called when a property is about to be modified externally |
|
|
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
---|---|
MeshRendererPropertiesToDeferredInit |