UNiagaraComponentRendererProperties

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

Niagara

Header

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

Include

#include "NiagaraComponentRendererProperties.h"

Syntax

UCLASS(EditInlineNew, MinimalAPI, Meta=(DisplayName="Component Renderer"))
class UNiagaraComponentRendererProperties : public UNiagaraRendererProperties

Variables

Name Description

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bAssignComponentsOnParticleID

If true then components will not be automatically assigned to the first particle available, but try to stick to the same particle based on its unique id.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta

bool

 

bOnlyActivateNewlyAquiredComponents

If true then components will only be activated when newly acquired.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta

bool

 

bOnlyCreateComponentsOnParticleSpawn

If true then new components can only be created on newly spawned particles.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bVisualizeComponents

If true then the editor visualization is enabled for the component; has no effect in-game.

Public variable UProperty Category, EditAnywhere, Meta

uint32

 

ComponentCountLimit

The max number of components that this emitter will spawn or update each frame.

Public variable UProperty Category, EditAnywhere

TSubclassOf< US...

 

ComponentType

The scene component class to instantiate

Public variable UProperty Category, EditAnywhere

FNiagaraVariabl...

 

EnabledBinding

Which attribute should we use to check if component rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.

Public variable UProperty

TArray< FNiagar...

 

PropertyBindings

Public variable UProperty Category, EditAnywhere

int32

 

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 to check if component rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.

Public variable

TMap< FName, FN...

 

SetterFunctionMapping

Public variable UProperty Category, EditAnywhere export, instanced

TObjectPtr< USc...

 

TemplateComponent

The object template used to create new components at runtime.

Constructors

Destructors

Functions

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 FNiagaraSystemInstanceControl...
)

Public function Virtual Const

TArray< FNia...

 

GetBoundAttributes()

Public function Virtual

const TArray...

 

GetOptionalAttributes()

Public function Virtual Const

void

 

GetRendererFeedback

(
    UNiagaraEmitter* InEmitter,
    TArray< FNiagaraRendererFeedback > ...,
    TArray< FNiagaraRendererFeedback > ...,
    TArray< FNiagaraRendererFeedback > ...
)

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

const FSlate...

 

GetStackIcon()

The icon to display in the niagara stack widget under the renderer section.

Public function Virtual Const

void

 

GetUsedMaterials

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

Public function Virtual Const

FText

 

GetWidgetDisplayName()

The text to display in the niagara stack widget under the renderer section.

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

 

NeedsSystemCompletion()

When true, the renderer will be opted in to get its OnSystemComplete_GameThread overload called

Public function Virtual Const

bool

 

NeedsSystemPostTick()

When true, the renderer will be opted in to get its PostSystemTick_GameThread overload called

Protected function Virtual

void

 

UpdateSourceModeDerivates

(
    ENiagaraRendererSourceDataMode InSo...,
    bool bFromPropertyEdit
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

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.

Constants