UNiagaraSpriteRendererProperties

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Inheritance Hierarchy

References

Module

Niagara

Header

/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraSpriteRendererProperties.h

Include

#include "NiagaraSpriteRendererProperties.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Meta=(DisplayName="Sprite Renderer"))
class UNiagaraSpriteRendererProperties : public UNiagaraRendererProperties

Variables

Name Description

Public variable UProperty Category, EditAnywhere

ENiagaraSpriteA...

 

Alignment

Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes.

Public variable UProperty Category, EditAnywhere, Meta

float

 

AlphaThreshold

Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry.

Public variable UProperty Category, EditAnywhere

uint32: 1

 

bEnableCameraDistanceCulling

Enables frustum culling of individual sprites

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

uint32: 1

 

bGpuLowLatencyTranslucency

If true and a GPU emitter, we will use the current frames data to render with regardless of where the batcher may execute the dispatches.

Public variable UProperty Category, EditAnywhere

TEnumAsByte< en...

 

BoundingMode

More bounding vertices results in reduced overdraw, but adds more triangle overhead.

Public variable UProperty Category, EditAnywhere, Meta

uint32: 1

 

bRemoveHMDRollInVR

If true, removes the HMD view roll (e.g. in VR)

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 BlueprintReadOnly

bool

 

bUseMaterialCutoutTexture

Use the cutout texture from the material opacity mask, or if none exist, from the material opacity.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

CameraOffsetBinding

Which attribute should we use for camera offset when generating sprites?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

ColorBinding

Which attribute should we use for color when generating sprites?

Public variable UProperty Category, EditAnywhere, Meta

FNiagaraVariabl...

 

CustomSortingBinding

Which attribute should we use for custom sorting? Defaults to Particles.NormalizedAge.

Public variable UProperty Category, EditAnywhere, Meta

UTexture2D *...

 

CutoutTexture

Texture to generate bounding geometry from.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

DynamicMaterial1Binding

Which attribute should we use for dynamic material parameters when generating sprites?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

DynamicMaterial2Binding

Which attribute should we use for dynamic material parameters when generating sprites?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

DynamicMaterial3Binding

Which attribute should we use for dynamic material parameters when generating sprites?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

DynamicMaterialBinding

Which attribute should we use for dynamic material parameters when generating sprites?

Public variable UProperty Category, EditAnywhere

ENiagaraSpriteF...

 

FacingMode

Determines how the particle billboard orients itself relative to the camera.

Public variable UProperty Category, EditAnywhere

UMaterialInterf...

 

Material

The material used to render the particle.

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 sprites?

Public variable UProperty Category, EditAnywhere

FNiagaraUserPar...

 

MaterialUserParamBinding

Use the UMaterialInterface bound to this user variable if it is set to a valid value.

Public variable UProperty Category, EditAnywhere, Meta

float

 

MaxCameraDistance

Public variable UProperty Category, EditAnywhere, Meta

float

 

MaxFacingCameraBlendDistance

When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position

Public variable UProperty Category, EditAnywhere, Meta

float

 

MinCameraDistance

Public variable UProperty Category, EditAnywhere, Meta

float

 

MinFacingCameraBlendDistance

When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

NormalizedAgeBinding

Which attribute should we use for Normalized Age?

Public variable UProperty Category, EditAnywhere

TEnumAsByte< en...

 

OpacitySourceMode

Public variable UProperty Category, EditAnywhere, Meta

FVector2D

 

PivotInUVSpace

Determines the location of the pivot point of this particle.

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

PivotOffsetBinding

Which attribute should we use for pivot offset? (

Values are expected to be in UV space).

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

PositionBinding

Which attribute should we use for position when generating sprites?

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevCameraOffsetBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevPivotOffsetBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevPositionBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevSpriteAlignmentBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevSpriteFacingBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevSpriteRotationBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevSpriteSizeBinding

Public variable UProperty Transient

FNiagaraVariabl...

 

PrevVelocityBinding

Public variable

FNiagaraRendere...

 

RendererLayoutWithCustomSort

Public variable

FNiagaraRendere...

 

RendererLayoutWithoutCustomSort

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 RendererVisibilityTag?

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...

 

SpriteAlignmentBinding

Which attribute should we use for sprite alignment when generating sprites?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

SpriteFacingBinding

Which attribute should we use for sprite facing when generating sprites?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

SpriteRotationBinding

Which attribute should we use for sprite rotation (in degrees) when generating sprites?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

SpriteSizeBinding

Which attribute should we use for sprite size when generating sprites?

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...

 

UVScaleBinding

Which attribute should we use for UV scale when generating sprites?

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

VelocityBinding

Which attribute should we use for velocity when generating sprites?

Constructors

Functions

Name Description

Public function

void

 

CacheDerivedData()

Public function Const

const TArray...

 

GetCutoutData()

Public function Const

int32

 

GetNumCutoutVertexPerSubimage()

Public function Const

uint32

 

GetNumIndicesPerInstance()

Protected function

void

 

InitBindings()

Public function Static

void

 

InitCDOPropertiesAfterModuleStartup()

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

Protected function

void

 

SetPreviousBindings

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

Public function

void

 

UpdateCutoutTexture()

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
)

Public 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

 

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

 

Serialize

(
    FStructuredArchive::FRecord Record
)

Handles reading, writing, and reference collecting using FArchive.

Constants

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