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API > API/Plugins > API/Plugins/GeometryCache
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UNiagaraMergeable
- UNiagaraRendererProperties
- UNiagaraGeometryCacheRendererProperties
References
| Module | GeometryCache |
| Header | /Engine/Plugins/Runtime/GeometryCache/Source/GeometryCache/Classes/NiagaraGeometryCacheRendererProperties.h |
| Include | #include "NiagaraGeometryCacheRendererProperties.h" |
Syntax
UCLASS&40;EditInlineNew, MinimalAPI, Meta&61;&40;DisplayName&61;"Geometry Cache Renderer"&41;&41;
class UNiagaraGeometryCacheRendererProperties : public UNiagaraRendererProperties
Variables
| Type | Name | Description | |
|---|---|---|---|
| FNiagaraDataSetAccessor< int32 > | ArrayIndexAccessor | ||
| FNiagaraVariableAttributeBinding | ArrayIndexBinding | Which attribute should we use to pick the element in the geometry cache array for this renderer? If not set, a random element will be used. | |
| 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. | |
| bool | bIsLooping | If true, then the geometry cache keeps playing in a loop | |
| uint32 | ComponentCountLimit | The max number of components that this emitter will spawn or update each frame. | |
| FNiagaraDataSetAccessor< float > | ElapsedTimeAccessor | ||
| FNiagaraVariableAttributeBinding | ElapsedTimeBinding | Which attribute should we use for the geometry cache's current animation time? | |
| FNiagaraDataSetAccessor< FNiagaraBool > | EnabledAccessor | ||
| FNiagaraVariableAttributeBinding | EnabledBinding | Which attribute should we use to check if rendering should be enabled? | |
| TArray< FNiagaraGeometryCacheReference > | GeometryCaches | Reference to the geometry cache assets to use. | |
| FNiagaraRendererMaterialParameters | MaterialParameters | 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. | |
| FNiagaraDataSetAccessor< FNiagaraPosition > | PositionAccessor | ||
| FNiagaraVariableAttributeBinding | PositionBinding | Which attribute should we use for the geometry cache position? | |
| int32 | RendererVisibility | If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. | |
| FNiagaraVariableAttributeBinding | RendererVisibilityTagBinding | Which attribute should we use for the renderer visibility tag? | |
| FNiagaraDataSetAccessor< FVector3f > | RotationAccessor | ||
| FNiagaraVariableAttributeBinding | RotationBinding | Which attribute should we use for the geometry cache rotation? | |
| FNiagaraDataSetAccessor< FVector3f > | ScaleAccessor | ||
| FNiagaraVariableAttributeBinding | ScaleBinding | Which attribute should we use for the geometry cache component scale? | |
| ENiagaraRendererSourceDataMode | SourceMode | Whether or not to draw a single element for the Emitter or to draw the particles. | |
| FNiagaraDataSetAccessor< int32 > | UniqueIDAccessor | ||
| FNiagaraDataSetAccessor< int32 > | VisTagAccessor |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | InitBindings () |
||
| void | |||
| void | |||
| UGeometryCache * | ResolveGeometryCache
(
const FNiagaraGeometryCacheReference& Entry, |
||
| void | UpdateMICs () |
Overridden from UNiagaraRendererProperties
| Type | Name | Description | |
|---|---|---|---|
| void | CacheFromCompiledData
(
const FNiagaraDataSetCompiledData* CompiledData |
||
| FNiagaraBoundsCalculator * | |||
| FNiagaraRenderer * | CreateEmitterRenderer
(
ERHIFeatureLevel::Type FeatureLevel, |
||
| TArray< FNiagaraVariable > | |||
| ENiagaraRendererSourceDataMode | |||
| const TArray< FNiagaraVariable > & | |||
| void | GetRendererFeedback
(
const FVersionedNiagaraEmitter& InEmitter, |
||
| void | GetRendererTooltipWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
||
| void | GetRendererWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
||
| const FSlateBrush * | GetStackIcon () |
The icon to display in the niagara stack widget under the renderer section. | |
| void | GetUsedMaterials
(
const FNiagaraEmitterInstance* InEmitter, |
||
| bool | IsSimTargetSupported
(
ENiagaraSimTarget InSimTarget |
||
| bool | |||
| bool | When true, the renderer will be opted in to get its OnSystemComplete_GameThread overload called | ||
| bool | When true, the renderer will be opted in to get its PostSystemTick_GameThread overload called | ||
| bool | PopulateRequiredBindings
(
FNiagaraParameterStore& InParameterStore |
In the case that we need parameters bound in that aren't Particle variables, these should be set up here so that the data is appropriately populated after the simulation. | |
| void | RemoveVariable
(
const FNiagaraVariableBase& OldVariable, |
||
| void | RenameVariable
(
const FNiagaraVariableBase& OldVariable, |
||
| void | UpdateSourceModeDerivates
(
ENiagaraRendererSourceDataMode InSourceMode, |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |