unreal.NiagaraSpriteRendererProperties

class unreal.NiagaraSpriteRendererProperties(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

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

  • allow_in_cull_proxies (bool): [Read-Write] Allow in Cull Proxies

  • alpha_threshold (float): [Read-Write] Alpha Threshold: 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] Bounding Mode: 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] Camera Offset Binding: Which attribute should we use for camera offset when generating sprites?

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

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

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

  • dynamic_material1_binding (NiagaraVariableAttributeBinding): [Read-Write] Dynamic Material 1Binding: Which attribute should we use for dynamic material parameters when generating sprites?

  • dynamic_material2_binding (NiagaraVariableAttributeBinding): [Read-Write] Dynamic Material 2Binding: Which attribute should we use for dynamic material parameters when generating sprites?

  • dynamic_material3_binding (NiagaraVariableAttributeBinding): [Read-Write] Dynamic Material 3Binding: Which attribute should we use for dynamic material parameters when generating sprites?

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

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

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

  • gpu_translucent_latency (NiagaraRendererGpuTranslucentLatency): [Read-Write] Gpu Translucent Latency: Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc. Opaque materials will run latent when these features are used. Translucent materials can choose if they want to use this frames or the previous frames data to match opaque draws.

  • macro_uv_radius (float): [Read-Write] Macro UVRadius: World space radius that UVs generated with the ParticleMacroUV material node will tile based on.

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

  • material_parameters (NiagaraRendererMaterialParameters): [Read-Write] Material Parameters: 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] Material Random Binding: Which attribute should we use for material randoms when generating sprites?

  • material_user_param_binding (NiagaraUserParameterBinding): [Read-Write] Material User Param Binding: 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] Max Facing Camera Blend Distance: 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] Min Facing Camera Blend Distance: When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane.

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

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

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

  • pivot_in_uv_space (Vector2D): [Read-Write] Pivot in UVSpace: 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] Pivot Offset Binding: Which attribute should we use for pivot offset? (NOTE: Values are expected to be in UV space).

  • pixel_coverage_blend (float): [Read-Write] Pixel Coverage Blend: When pixel coverage is enabled this allows you to control the blend of the pixel coverage color adjustment. i.e. 1.0 = full, 0.5 = 50/50 blend, 0.0 = none

  • pixel_coverage_mode (NiagaraRendererPixelCoverageMode): [Read-Write] Pixel Coverage Mode: This setting controls what happens when a sprite becomes less than a pixel in size. Disabling will apply nothing and can result in flickering issues, especially with Temporal Super Resolution. Automatic will enable the appropriate settings when the material blend mode is some form of translucency, project setting must also be enabled. When coverage is less than a pixel, we also calculate a percentage of coverage, and then darken or reduce opacity to visually compensate. The different enabled settings allow you to control how the coverage amount is applied to your particle color. If particle color is not connected to your material the compensation will not be applied.

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

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

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

  • renderer_enabled_binding (NiagaraVariableAttributeBinding): [Read-Write] Renderer Enabled Binding: Optional bool binding to dynamically enable / disable the renderer.

  • renderer_visibility (uint32): [Read-Write] Renderer Visibility: 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] Renderer Visibility Tag Binding: Which attribute should we use for RendererVisibilityTag?

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

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

  • sort_order_hint (int32): [Read-Write] Sort Order Hint: 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.

  • sort_precision (NiagaraRendererSortPrecision): [Read-Write] Sort Precision: Sort precision to use when sorting is active.

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

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

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

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

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

  • sub_image_blend (bool): [Read-Write] Sub Image Blend: 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] Sub Image Index Binding: Which attribute should we use for sprite sub-image indexing when generating sprites?

  • sub_image_size (Vector2D): [Read-Write] Sub Image Size: 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 Material Cutout Texture: Use the cutout texture from the material opacity mask, or if none exist, from the material opacity.

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

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

property use_material_cutout_texture: bool

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

Type:

(bool)