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| Name | UNiagaraLightRendererProperties |
| Type | class |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraLightRendererProperties.h |
| Include Path | #include "NiagaraLightRendererProperties.h" |
Syntax
UCLASS (EditInlineNew, MinimalAPI, Meta=(DisplayName="Light Renderer", SupportsStateless))
class UNiagaraLightRendererProperties : public UNiagaraRendererProperties
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNiagaraNotifyOnChanged → UNiagaraMergeable → UNiagaraRendererProperties → UNiagaraLightRendererProperties
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNiagaraLightRendererProperties() |
NiagaraLightRendererProperties.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| LightRendererPropertiesToDeferredInit | TArray< TWeakObjectPtr< UNiagaraLightRendererProperties > > | NiagaraLightRendererProperties.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAffectsTranslucency | uint32 | Whether lights from this renderer should affect translucency. | NiagaraLightRendererProperties.h |
|
| bAllowMegaLights | uint32 | Whether lights from this renderer should be handled by MegaLights. | NiagaraLightRendererProperties.h |
|
| bAlphaScalesBrightness | uint32 | When checked, will treat the alpha value of the particle's color as a multiplier of the light's brightness. | NiagaraLightRendererProperties.h |
|
| bMegaLightsCastShadows | uint32 | Whether lights from this renderer can cast shadows when handled by MegaLights. | NiagaraLightRendererProperties.h |
|
| bOverrideInverseExposureBlend | uint32 | When enabled we will override the project default setting with our local setting. | NiagaraLightRendererProperties.h |
|
| bUseInverseSquaredFalloff | uint32 | Whether to use physically based inverse squared falloff from the light. | NiagaraLightRendererProperties.h |
|
| ColorAdd | FVector3f | A static color shift applied to each rendered light | NiagaraLightRendererProperties.h |
|
| ColorBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for light color when generating lights? | NiagaraLightRendererProperties.h |
|
| ColorDataSetAccessor | FNiagaraDataSetAccessor< FLinearColor > | NiagaraLightRendererProperties.h | ||
| DefaultExponent | float | The exponent to use for all lights if no exponent binding was found | NiagaraLightRendererProperties.h |
|
| DiffuseScale | float | The diffuse scale to use for all lights if no binding was found | NiagaraLightRendererProperties.h |
|
| DiffuseScaleAccessor | FNiagaraDataSetAccessor< float > | NiagaraLightRendererProperties.h | ||
| DiffuseScaleBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for the diffuse scale when generating lights? | NiagaraLightRendererProperties.h |
|
| EnabledDataSetAccessor | FNiagaraDataSetAccessor< FNiagaraBool > | NiagaraLightRendererProperties.h | ||
| ExponentDataSetAccessor | FNiagaraDataSetAccessor< float > | NiagaraLightRendererProperties.h | ||
| InverseExposureBlend | float | Blend Factor used to blend between Intensity and Intensity/Exposure. | NiagaraLightRendererProperties.h |
|
| LightExponentBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for the light's exponent when inverse squared falloff is disabled? | NiagaraLightRendererProperties.h |
|
| LightIdAccessor | FNiagaraDataSetAccessor< int32 > | NiagaraLightRendererProperties.h | ||
| LightRenderingEnabledBinding | FNiagaraVariableAttributeBinding | Which attribute should we use to check if light rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis. | NiagaraLightRendererProperties.h |
|
| PositionBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for position when generating lights? | NiagaraLightRendererProperties.h |
|
| PositionDataSetAccessor | FNiagaraDataSetAccessor< FNiagaraPosition > | NiagaraLightRendererProperties.h | ||
| RadiusBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for light radius when generating lights? | NiagaraLightRendererProperties.h |
|
| RadiusDataSetAccessor | FNiagaraDataSetAccessor< float > | NiagaraLightRendererProperties.h | ||
| RadiusScale | float | A factor used to scale each particle light radius | NiagaraLightRendererProperties.h |
|
| RendererVisibility | int32 | If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. | NiagaraLightRendererProperties.h |
|
| RendererVisibilityTagAccessor | FNiagaraDataSetAccessor< int32 > | NiagaraLightRendererProperties.h | ||
| RendererVisibilityTagBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for the renderer visibility tag? | NiagaraLightRendererProperties.h |
|
| ScatteringDataSetAccessor | FNiagaraDataSetAccessor< float > | NiagaraLightRendererProperties.h | ||
| SourceMode | ENiagaraRendererSourceDataMode | Whether or not to draw a single element for the Emitter or to draw the particles. | NiagaraLightRendererProperties.h |
|
| SpecularScale | float | The specular scale to use for all lights if no binding was found | NiagaraLightRendererProperties.h |
|
| SpecularScaleAccessor | FNiagaraDataSetAccessor< float > | NiagaraLightRendererProperties.h | ||
| SpecularScaleBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for the specular scale when generating lights? | NiagaraLightRendererProperties.h |
|
| VolumetricScatteringBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for the intensity of the volumetric scattering from this light? This scales the light's intensity and color. | NiagaraLightRendererProperties.h |
|
Functions
Public
Overridden from UNiagaraRendererProperties
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheFromCompiledData
(
const FNiagaraDataSetCompiledData* CompiledData |
NiagaraLightRendererProperties.h | ||
virtual FNiagaraBoundsCalculator * CreateBoundsCalculator() |
NiagaraLightRendererProperties.h | ||
virtual FNiagaraRenderer * CreateEmitterRenderer
(
ERHIFeatureLevel::Type FeatureLevel, |
NiagaraLightRendererProperties.h | ||
virtual TArray< FNiagaraVariable > GetBoundAttributes() |
NiagaraLightRendererProperties.h | ||
virtual ENiagaraRendererSourceDataMode GetCurrentSourceMode() |
NiagaraLightRendererProperties.h | ||
virtual const TArray< FNiagaraVariable > & GetOptionalAttributes() |
NiagaraLightRendererProperties.h | ||
| NiagaraLightRendererProperties.h | |||
virtual void GetRendererTooltipWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraLightRendererProperties.h | ||
virtual void GetUsedMaterials
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraLightRendererProperties.h | ||
virtual bool IsSimTargetSupported
(
ENiagaraSimTarget InSimTarget |
NiagaraLightRendererProperties.h | ||
virtual 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. | NiagaraLightRendererProperties.h | |
virtual bool SupportsDebugDraw() |
NiagaraLightRendererProperties.h | ||
virtual void UpdateSourceModeDerivates
(
ENiagaraRendererSourceDataMode InSourceMode, |
NiagaraLightRendererProperties.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
NiagaraLightRendererProperties.h | ||
virtual void PostInitProperties() |
NiagaraLightRendererProperties.h | ||
virtual void PostLoad() |
NiagaraLightRendererProperties.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FLinearColor GetDefaultColor() |
NiagaraLightRendererProperties.h | ||
static float GetDefaultRadius() |
NiagaraLightRendererProperties.h | ||
static float GetDefaultVolumetricScattering() |
NiagaraLightRendererProperties.h | ||
static void InitCDOPropertiesAfterModuleStartup () |
The bindings depend on variables that are created during the NiagaraModule startup. | NiagaraLightRendererProperties.h |