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API > API/Plugins > API/Plugins/Niagara
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UNiagaraMergeable
- UNiagaraRendererProperties
- UNiagaraComponentRendererProperties
References
Module | Niagara |
Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraComponentRendererProperties.h |
Include | #include "NiagaraComponentRendererProperties.h" |
Syntax
UCLASS&40;EditInlineNew, MinimalAPI, Meta&61;&40;DisplayName&61;"Component Renderer"&41;&41;
class UNiagaraComponentRendererProperties : public UNiagaraRendererProperties
Variables
Type | Name | Description | |
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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. |
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bool | bCreateComponentFirstParticleFrame | If true then new components can only be created on newly spawned particles. |
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bool | bOnlyActivateNewlyAquiredComponents | If true then components will only be activated when newly acquired. |
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bool | bVisualizeComponents | If true then the editor visualization is enabled for the component; has no effect in-game. |
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uint32 | ComponentCountLimit | The max number of components that this emitter will spawn or update each frame. |
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TSubclassOf< USceneComponent > | ComponentType | The scene component class to instantiate |
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FNiagaraVariableAttributeBinding | 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. |
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TArray< FNiagaraComponentPropertyBinding > | PropertyBindings | |
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int32 | RendererVisibility | If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. |
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FNiagaraVariableAttributeBinding | 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. |
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TMap< FName, FNiagaraPropertySetter > | SetterFunctionMapping | |
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TObjectPtr< USceneComponent > | TemplateComponent | The object template used to create new components at runtime. |
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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FNiagaraTypeDefinition | GetDoubleDef () |
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FNiagaraTypeDefinition | GetFColorDef () |
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FNiagaraTypeDefinition | GetFQuatDef () |
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FNiagaraTypeDefinition | ||
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FNiagaraTypeDefinition | ||
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FNiagaraTypeDefinition | ||
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FNiagaraTypeDefinition | ||
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FNiagaraTypeDefinition | ||
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void | ||
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bool | IsConvertible
(
const FNiagaraTypeDefinition& SourceType, |
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FNiagaraTypeDefinition | ToNiagaraType
(
FProperty* Property |
Overridden from UNiagaraRendererProperties
Type | Name | Description | |
---|---|---|---|
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void | CacheFromCompiledData
(
const FNiagaraDataSetCompiledData* CompiledData |
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FNiagaraBoundsCalculator * | ||
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FNiagaraRenderer * | CreateEmitterRenderer
(
ERHIFeatureLevel::Type FeatureLevel, |
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TArray< FNiagaraVariable > | ||
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const TArray< FNiagaraVariable > & | ||
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void | GetRendererFeedback
(
const FVersionedNiagaraEmitter& InEmitter, |
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void | GetRendererTooltipWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
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void | GetRendererWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
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const FSlateBrush * | GetStackIcon () |
The icon to display in the niagara stack widget under the renderer section. |
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void | GetUsedMaterials
(
const FNiagaraEmitterInstance* InEmitter, |
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FText | The text to display in the niagara stack widget under the renderer section. | |
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bool | IsSimTargetSupported
(
ENiagaraSimTarget InSimTarget |
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bool | IsSupportedVariableForBinding
(
const FNiagaraVariableBase& InSourceForBinding, |
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bool | When true, the renderer will be opted in to get its OnSystemComplete_GameThread overload called | |
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bool | When true, the renderer will be opted in to get its PostSystemTick_GameThread overload called | |
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void | UpdateSourceModeDerivates
(
ENiagaraRendererSourceDataMode InSourceMode, |
Overridden from UObject
Type | Name | Description | |
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void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
Constants
Name | Description |
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ComponentRendererPropertiesToDeferredInit |
Deprecated Variables
Type | Name | Description | |
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bool | bOnlyCreateComponentsOnParticleSpawn_DEPRECATED |