| UObjectBase
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Module |
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Header |
/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraSpriteRendererProperties.h |
Include |
#include "NiagaraSpriteRendererProperties.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Meta=(DisplayName="Sprite Renderer"))
class UNiagaraSpriteRendererProperties : public UNiagaraRendererProperties
Name | Description | ||
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Alignment |
Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes. |
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float |
AlphaThreshold |
Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. |
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uint32: 1 |
bEnableCameraDistanceCulling |
Enables frustum culling of individual sprites |
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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. |
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TEnumAsByte< en... |
BoundingMode |
More bounding vertices results in reduced overdraw, but adds more triangle overhead. |
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uint32: 1 |
bRemoveHMDRollInVR |
If true, removes the HMD view roll (e.g. in VR) |
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uint32: 1 |
bSortOnlyWhenTranslucent |
If true, the particles are only sorted when using a translucent material. |
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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. |
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bUseMaterialCutoutTexture |
Use the cutout texture from the material opacity mask, or if none exist, from the material opacity. |
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CameraOffsetBinding |
Which attribute should we use for camera offset when generating sprites? |
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ColorBinding |
Which attribute should we use for color when generating sprites? |
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CustomSortingBinding |
Which attribute should we use for custom sorting? Defaults to Particles.NormalizedAge. |
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UTexture2D *... |
CutoutTexture |
Texture to generate bounding geometry from. |
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DynamicMaterial1Binding |
Which attribute should we use for dynamic material parameters when generating sprites? |
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DynamicMaterial2Binding |
Which attribute should we use for dynamic material parameters when generating sprites? |
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DynamicMaterial3Binding |
Which attribute should we use for dynamic material parameters when generating sprites? |
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DynamicMaterialBinding |
Which attribute should we use for dynamic material parameters when generating sprites? |
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FacingMode |
Determines how the particle billboard orients itself relative to the camera. |
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Material |
The material used to render the particle. |
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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. |
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MaterialParamValidMask |
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MaterialRandomBinding |
Which attribute should we use for material randoms when generating sprites? |
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MaterialUserParamBinding |
Use the UMaterialInterface bound to this user variable if it is set to a valid value. |
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float |
MaxCameraDistance |
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float |
MaxFacingCameraBlendDistance |
When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position |
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float |
MinCameraDistance |
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float |
MinFacingCameraBlendDistance |
When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane. |
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NormalizedAgeBinding |
Which attribute should we use for Normalized Age? |
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TEnumAsByte< en... |
OpacitySourceMode |
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PivotInUVSpace |
Determines the location of the pivot point of this particle. |
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PivotOffsetBinding |
Which attribute should we use for pivot offset? ( Values are expected to be in UV space). |
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PositionBinding |
Which attribute should we use for position when generating sprites? |
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PrevCameraOffsetBinding |
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PrevPivotOffsetBinding |
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PrevPositionBinding |
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PrevSpriteAlignmentBinding |
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PrevSpriteFacingBinding |
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PrevSpriteRotationBinding |
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PrevSpriteSizeBinding |
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PrevVelocityBinding |
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RendererLayoutWithCustomSort |
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RendererLayoutWithoutCustomSort |
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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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RendererVisibilityTagBinding |
Which attribute should we use for RendererVisibilityTag? |
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SortMode |
Determines how we sort the particles prior to rendering. |
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SourceMode |
Whether or not to draw a single element for the Emitter or to draw the particles. |
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SpriteAlignmentBinding |
Which attribute should we use for sprite alignment when generating sprites? |
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SpriteFacingBinding |
Which attribute should we use for sprite facing when generating sprites? |
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SpriteRotationBinding |
Which attribute should we use for sprite rotation (in degrees) when generating sprites? |
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SpriteSizeBinding |
Which attribute should we use for sprite size when generating sprites? |
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SubImageIndexBinding |
Which attribute should we use for sprite sub-image indexing when generating sprites? |
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SubImageSize |
When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y. |
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UVScaleBinding |
Which attribute should we use for UV scale when generating sprites? |
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VelocityBinding |
Which attribute should we use for velocity when generating sprites? |
Name | Description | |
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UNiagaraSpriteRendererProperties() |
Name | Description | ||
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CacheDerivedData() |
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const TArray... |
GetCutoutData() |
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GetNumCutoutVertexPerSubimage() |
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GetNumIndicesPerInstance() |
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InitBindings() |
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InitCDOPropertiesAfterModuleStartup() |
The bindings depend on variables that are created during the NiagaraModule startup. |
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SetPreviousBindings ( |
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UpdateCutoutTexture() |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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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. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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SpriteRendererPropertiesToDeferredInit |