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uint32: 1 |
bAffectsTranslucency |
Whether lights from this renderer should affect translucency. |
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uint32: 1 |
bAlphaScalesBrightness |
When checked, will treat the alpha value of the particle's color as a multiplier of the light's brightness. |
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uint32: 1 |
bOverrideInverseExposureBlend |
When enabled we will override the project default setting with our local setting. |
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uint32: 1 |
bUseInverseSquaredFalloff |
Whether to use physically based inverse squared falloff from the light. |
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FVector3f |
ColorAdd |
A static color shift applied to each rendered light |
 |
FNiagaraVariableAttributeBinding |
ColorBinding |
Which attribute should we use for light color when generating lights? |
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FNiagaraDataSetAccessor< FLinearColor > |
ColorDataSetAccessor |
|
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float |
DefaultExponent |
The exponent to use for all lights if no exponent binding was found |
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FNiagaraDataSetAccessor< FNiagaraBool > |
EnabledDataSetAccessor |
|
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FNiagaraDataSetAccessor< float > |
ExponentDataSetAccessor |
|
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float |
InverseExposureBlend |
Blend Factor used to blend between Intensity and Intensity/Exposure. |
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FNiagaraVariableAttributeBinding |
LightExponentBinding |
Which attribute should we use for the light's exponent when inverse squared falloff is disabled? |
 |
FNiagaraVariableAttributeBinding |
LightRenderingEnabledBinding |
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. |
 |
FNiagaraVariableAttributeBinding |
PositionBinding |
Which attribute should we use for position when generating lights? |
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FNiagaraDataSetAccessor< FNiagaraPosition > |
PositionDataSetAccessor |
|
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FNiagaraVariableAttributeBinding |
RadiusBinding |
Which attribute should we use for light radius when generating lights? |
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FNiagaraDataSetAccessor< float > |
RadiusDataSetAccessor |
|
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float |
RadiusScale |
A factor used to scale each particle light radius |
 |
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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FNiagaraDataSetAccessor< int32 > |
RendererVisibilityTagAccessor |
|
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FNiagaraVariableAttributeBinding |
RendererVisibilityTagBinding |
Which attribute should we use for the renderer visibility tag? |
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FNiagaraDataSetAccessor< float > |
ScatteringDataSetAccessor |
|
 |
ENiagaraRendererSourceDataMode |
SourceMode |
Whether or not to draw a single element for the Emitter or to draw the particles. |
 |
FNiagaraVariableAttributeBinding |
VolumetricScatteringBinding |
Which attribute should we use for the intensity of the volumetric scattering from this light? This scales the light's intensity and color. |