unreal.NiagaraSpriteFacingMode
¶
- class unreal.NiagaraSpriteFacingMode¶
Bases:
EnumBase
This enum decides how a sprite particle will orient its “facing” axis. Must keep these in sync with NiagaraSpriteVertexFactory.ush
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraSpriteRendererProperties.h
- AUTOMATIC: NiagaraSpriteFacingMode¶
Automatically select between FaceCamera & CustomFacingVector depending on if SpriteFacing binding is valid.
- Type:
5
- CUSTOM_FACING_VECTOR: NiagaraSpriteFacingMode¶
The sprite billboard faces toward the “Particles.SpriteFacing” vector attribute. If the “Particles.SpriteFacing” attribute is missing, this falls back to FaceCamera mode.
- Type:
2
- FACE_CAMERA: NiagaraSpriteFacingMode¶
The sprite billboard origin is always “looking at” the camera origin, trying to keep its up axis aligned to the camera’s up axis.
- Type:
0
- FACE_CAMERA_DISTANCE_BLEND: NiagaraSpriteFacingMode¶
Blends between FaceCamera and FaceCameraPosition.
- Type:
4
- FACE_CAMERA_PLANE: NiagaraSpriteFacingMode¶
The sprite billboard plane is completely parallel to the camera plane. Particle always looks “flat”
- Type:
1
- FACE_CAMERA_POSITION: NiagaraSpriteFacingMode¶
Faces the camera position, but is not dependent on the camera rotation. This method produces more stable particles under camera rotation. Uses the up axis of (0,0,1).
- Type:
3