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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 | |
|---|---|---|---|
| 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 | bCreateComponentFirstParticleFrame | If true then new components can only be created on newly spawned particles. | |
| bool | bOnlyActivateNewlyAquiredComponents | If true then components will only be activated when newly acquired. | |
| bool | bVisualizeComponents | If true then the editor visualization is enabled for the component; has no effect in-game. | |
| uint32 | ComponentCountLimit | The max number of components that this emitter will spawn or update each frame. | |
| TSubclassOf< USceneComponent > | ComponentType | The scene component class to instantiate | |
| 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. | |
| TArray< FNiagaraComponentPropertyBinding > | PropertyBindings | ||
| 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 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. | |
| TMap< FName, FNiagaraPropertySetter > | SetterFunctionMapping | ||
| TObjectPtr< USceneComponent > | TemplateComponent | The object template used to create new components at runtime. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| FNiagaraTypeDefinition | GetDoubleDef () |
||
| FNiagaraTypeDefinition | GetFColorDef () |
||
| FNiagaraTypeDefinition | GetFQuatDef () |
||
| FNiagaraTypeDefinition | |||
| FNiagaraTypeDefinition | |||
| FNiagaraTypeDefinition | |||
| FNiagaraTypeDefinition | |||
| FNiagaraTypeDefinition | |||
| void | |||
| bool | IsConvertible
(
const FNiagaraTypeDefinition& SourceType, |
||
| FNiagaraTypeDefinition | ToNiagaraType
(
FProperty* Property |
Overridden from UNiagaraRendererProperties
| Type | Name | Description | |
|---|---|---|---|
| void | CacheFromCompiledData
(
const FNiagaraDataSetCompiledData* CompiledData |
||
| FNiagaraBoundsCalculator * | |||
| FNiagaraRenderer * | CreateEmitterRenderer
(
ERHIFeatureLevel::Type FeatureLevel, |
||
| TArray< FNiagaraVariable > | |||
| 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, |
||
| FText | The text to display in the niagara stack widget under the renderer section. | ||
| bool | IsSimTargetSupported
(
ENiagaraSimTarget InSimTarget |
||
| bool | IsSupportedVariableForBinding
(
const FNiagaraVariableBase& InSourceForBinding, |
||
| 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 | ||
| void | UpdateSourceModeDerivates
(
ENiagaraRendererSourceDataMode InSourceMode, |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. | |
| 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. |
Constants
| Name | Description |
|---|---|
| ComponentRendererPropertiesToDeferredInit |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bOnlyCreateComponentsOnParticleSpawn_DEPRECATED |