unreal.NiagaraSpriteRendererProperties

class unreal.NiagaraSpriteRendererProperties(outer=None, name='None')

Bases: unreal.NiagaraRendererProperties

Niagara Sprite Renderer Properties

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraSpriteRendererProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alignment (NiagaraSpriteAlignment): [Read-Write] Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes.

  • alpha_threshold (float): [Read-Write] Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. Raising this threshold slightly can reduce overdraw in particles using this animation asset.

  • bounding_mode (SubUVBoundingVertexCount): [Read-Write] More bounding vertices results in reduced overdraw, but adds more triangle overhead. The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large.

  • camera_offset_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for camera offset when generating sprites?

  • color_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for color when generating sprites?

  • custom_sorting_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for custom sorting? Defaults to Particles.NormalizedAge.

  • cutout_texture (Texture2D): [Read-Write] Texture to generate bounding geometry from.

  • dynamic_material1_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating sprites?

  • dynamic_material2_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating sprites?

  • dynamic_material3_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating sprites?

  • dynamic_material_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating sprites?

  • enable_camera_distance_culling (bool): [Read-Write] Enables frustum culling of individual sprites

  • facing_mode (NiagaraSpriteFacingMode): [Read-Write] Determines how the particle billboard orients itself relative to the camera.

  • gpu_low_latency_translucency (bool): [Read-Write] 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. If you have other emitters that are not translucent and using data that forces it to be a frame latent (i.e. view uniform buffer) you may need to disable on renderers with translucent materials if you need the frame they are reading to match exactly.

  • material (MaterialInterface): [Read-Write] The material used to render the particle. Note that it must have the Use with Niagara Sprites flag checked.

  • material_parameter_bindings (Array(NiagaraMaterialAttributeBinding)): [Read-Write] 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.

  • material_random_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for material randoms when generating sprites?

  • material_user_param_binding (NiagaraUserParameterBinding): [Read-Write] Use the UMaterialInterface bound to this user variable if it is set to a valid value. If this is bound to a valid value and Material is also set, UserParamBinding wins.

  • max_camera_distance (float): [Read-Write] Max Camera Distance

  • max_facing_camera_blend_distance (float): [Read-Write] When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position

  • min_camera_distance (float): [Read-Write] Min Camera Distance

  • min_facing_camera_blend_distance (float): [Read-Write] When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane.

  • motion_vector_setting (NiagaraRendererMotionVectorSetting): [Read-Write] Hint about how to generate motion (velocity) vectors for this renderer.

  • normalized_age_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for Normalized Age?

  • opacity_source_mode (OpacitySourceMode): [Read-Write] Opacity Source Mode

  • pivot_in_uv_space (Vector2D): [Read-Write] Determines the location of the pivot point of this particle. It follows Unreal’s UV space, which has the upper left of the image at 0,0 and bottom right at 1,1. The middle is at 0.5, 0.5. NOTE: This value is ignored if “Pivot Offset Binding” is bound to a valid attribute

  • pivot_offset_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for pivot offset? (NOTE: Values are expected to be in UV space).

  • platforms (NiagaraPlatformSet): [Read-Write] Platforms on which this renderer is enabled.

  • position_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for position when generating sprites?

  • remove_hmd_roll_in_vr (bool): [Read-Write] If true, removes the HMD view roll (e.g. in VR)

  • renderer_visibility (uint32): [Read-Write] If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

  • renderer_visibility_tag_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for RendererVisibilityTag?

  • sort_mode (NiagaraSortMode): [Read-Write] Determines how we sort the particles prior to rendering.

  • sort_only_when_translucent (bool): [Read-Write] If true, the particles are only sorted when using a translucent material.

  • sort_order_hint (int32): [Read-Write] By default, emitters are drawn in the order that they are added to the system. This value will allow you to control the order in a more fine-grained manner.

    Materials of the same type (i.e. Transparent) will draw in order from lowest to highest within the system. The default value is 0.

  • source_mode (NiagaraRendererSourceDataMode): [Read-Write] Whether or not to draw a single element for the Emitter or to draw the particles.

  • sprite_alignment_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for sprite alignment when generating sprites?

  • sprite_facing_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for sprite facing when generating sprites?

  • sprite_rotation_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for sprite rotation (in degrees) when generating sprites?

  • sprite_size_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for sprite size when generating sprites?

  • sub_image_blend (bool): [Read-Write] 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.

  • sub_image_index_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for sprite sub-image indexing when generating sprites?

  • sub_image_size (Vector2D): [Read-Write] When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y.

  • use_material_cutout_texture (bool): [Read-Write] Use the cutout texture from the material opacity mask, or if none exist, from the material opacity.

  • uv_scale_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for UV scale when generating sprites?

  • velocity_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for velocity when generating sprites?

property use_material_cutout_texture

[Read-Only] Use the cutout texture from the material opacity mask, or if none exist, from the material opacity.

Type

(bool)