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| Name | UNiagaraMeshRendererProperties |
| Type | class |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraMeshRendererProperties.h |
| Include Path | #include "NiagaraMeshRendererProperties.h" |
Syntax
UCLASS (EditInlineNew, Meta=(DisplayName="Mesh Renderer", SupportsStateless), MinimalAPI)
class UNiagaraMeshRendererProperties :
public UNiagaraRendererProperties ,
public INiagaraRenderableMeshArrayInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNiagaraNotifyOnChanged → UNiagaraMergeable → UNiagaraRendererProperties → UNiagaraMeshRendererProperties
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNiagaraMeshRendererProperties() |
NiagaraMeshRendererProperties.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MeshRendererPropertiesToDeferredInit | TArray< TWeakObjectPtr< UNiagaraMeshRendererProperties > > | NiagaraMeshRendererProperties.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCastShadows | uint8 | When disabled the renderer will not cast shadows. | NiagaraMeshRendererProperties.h |
|
| bEnableCameraDistanceCulling | uint32 | Enables frustum culling of individual mesh particles | NiagaraMeshRendererProperties.h |
|
| bEnableFrustumCulling | uint32 | Enables frustum culling of individual mesh particles. | NiagaraMeshRendererProperties.h |
|
| bEnableMeshFlipbook | uint32 | When checked, will treat 'ParticleMesh' as the first frame of the flipbook, and will use the other mesh flipbook options to find the other frames | NiagaraMeshRendererProperties.h |
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| bIncludeInHitProxy | uint8 | When disabled the mesh batches do not contribute to the hit proxy, i.e. they are not part of editor selection. | NiagaraMeshRendererProperties.h |
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| bLockedAxisEnable | uint32 | If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation | NiagaraMeshRendererProperties.h |
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| bOverrideMaterials | uint32 | Whether or not to use the OverrideMaterials array instead of the mesh's existing materials. | NiagaraMeshRendererProperties.h |
|
| bSortOnlyWhenTranslucent | uint32 | If true, the particles are only sorted when using a translucent material. | NiagaraMeshRendererProperties.h |
|
| bSubImageBlend | uint32 | If true, blends the sub-image UV lookup with its next adjacent member using the fractional part of the SubImageIndex float value as the linear interpolation factor. | NiagaraMeshRendererProperties.h |
|
| CameraOffsetBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for camera offset when rendering meshes? | NiagaraMeshRendererProperties.h |
|
| ColorBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for color when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
| CustomSortingBinding | FNiagaraVariableAttributeBinding | Which attribute should we use custom sorting of particles in this emitter. | NiagaraMeshRendererProperties.h |
|
| DynamicMaterial1Binding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
| DynamicMaterial2Binding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
| DynamicMaterial3Binding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
| DynamicMaterialBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
| FacingMode | ENiagaraMeshFacingMode | Determines how the mesh orients itself relative to the camera. | NiagaraMeshRendererProperties.h |
|
| FirstFlipbookFrame | TObjectPtr< UStaticMesh > | The static mesh to use for the first frame of the flipbook. | NiagaraMeshRendererProperties.h |
|
| FlipbookSuffixFormat | FString | Provides the format of the suffix of the names of the static meshes when searching for flipbook frames. | NiagaraMeshRendererProperties.h |
|
| FlipbookSuffixNumDigits | uint32 | The number of digits to expect in the frame number of the flipbook page. | NiagaraMeshRendererProperties.h |
|
| GpuTranslucentLatency | ENiagaraRendererGpuTranslucentLatency | Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc. | NiagaraMeshRendererProperties.h |
|
| LockedAxis | FVector | Arbitrary axis by which to lock facing rotations | NiagaraMeshRendererProperties.h |
|
| LockedAxisSpace | ENiagaraMeshLockedAxisSpace | Specifies what space the locked axis is in | NiagaraMeshRendererProperties.h |
|
| MaterialParameters | FNiagaraRendererMaterialParameters | 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. | NiagaraMeshRendererProperties.h |
|
| MaterialParamValidMask | uint32 | NiagaraMeshRendererProperties.h | ||
| MaterialRandomBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for material randoms when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
| MaxCameraDistance | float | NiagaraMeshRendererProperties.h |
|
|
| MeshBoundsScale | FVector | Scale factor applied to all of the meshes bounds. | NiagaraMeshRendererProperties.h |
|
| Meshes | TArray< FNiagaraMeshRendererMeshProperties > | The static mesh(es) to be instanced when rendering mesh particles. | NiagaraMeshRendererProperties.h |
|
| MeshesBinding | FNiagaraParameterBinding | NiagaraMeshRendererProperties.h |
|
|
| MeshIndexBinding | FNiagaraVariableAttributeBinding | Which attribute should we use to pick the element in the mesh array on the mesh renderer? | NiagaraMeshRendererProperties.h |
|
| MeshOrientationBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for orienting meshes when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
| MICOverrideMaterials | TArray< FNiagaraMeshMICOverride > | NiagaraMeshRendererProperties.h | ||
| MinCameraDistance | float | NiagaraMeshRendererProperties.h |
|
|
| NormalizedAgeBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for Normalized Age? | NiagaraMeshRendererProperties.h |
|
| NumFlipbookFrames | uint32 | The number of frames (static meshes) to be included in the flipbook. | NiagaraMeshRendererProperties.h |
|
| OverrideMaterials | TArray< FNiagaraMeshMaterialOverride > | The materials to be used instead of the StaticMesh's materials. | NiagaraMeshRendererProperties.h |
|
| PositionBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for position when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
| PrevCameraOffsetBinding | FNiagaraVariableAttributeBinding | NiagaraMeshRendererProperties.h |
|
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| PrevMeshOrientationBinding | FNiagaraVariableAttributeBinding | NiagaraMeshRendererProperties.h |
|
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| PrevPositionBinding | FNiagaraVariableAttributeBinding | NiagaraMeshRendererProperties.h |
|
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| PrevScaleBinding | FNiagaraVariableAttributeBinding | NiagaraMeshRendererProperties.h |
|
|
| PrevVelocityBinding | FNiagaraVariableAttributeBinding | NiagaraMeshRendererProperties.h |
|
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| RendererLayoutWithCustomSorting | FNiagaraRendererLayout | NiagaraMeshRendererProperties.h | ||
| RendererLayoutWithoutCustomSorting | FNiagaraRendererLayout | NiagaraMeshRendererProperties.h | ||
| RendererVisibility | uint32 | If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. | NiagaraMeshRendererProperties.h |
|
| RendererVisibilityTagBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for the renderer visibility tag? | NiagaraMeshRendererProperties.h |
|
| ScaleBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for scale when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
| SortMode | ENiagaraSortMode | Determines how we sort the particles prior to rendering. | NiagaraMeshRendererProperties.h |
|
| SortPrecision | ENiagaraRendererSortPrecision | Sort precision to use when sorting is active. | NiagaraMeshRendererProperties.h |
|
| SourceMode | ENiagaraRendererSourceDataMode | Whether or not to draw a single element for the Emitter or to draw the particles. | NiagaraMeshRendererProperties.h |
|
| SubImageIndexBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for sprite sub-image indexing when generating sprites? | NiagaraMeshRendererProperties.h |
|
| SubImageSize | FVector2D | When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y. | NiagaraMeshRendererProperties.h |
|
| VelocityBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for velocity when generating instanced meshes? | NiagaraMeshRendererProperties.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyMaterialOverrides
(
const FNiagaraEmitterInstance* EmitterInstance, |
NiagaraMeshRendererProperties.h | ||
void CheckMaterialUsage() |
NiagaraMeshRendererProperties.h | ||
const INiagaraRenderableMeshArrayInterface * GetMeshArrayInterface
(
const FNiagaraEmitterInstance* EmitterInstance |
NiagaraMeshRendererProperties.h | ||
void OnAssetReimported
(
UObject* |
NiagaraMeshRendererProperties.h | ||
void OnMeshChanged() |
NiagaraMeshRendererProperties.h | ||
void OnMeshPostBuild
(
UStaticMesh* |
NiagaraMeshRendererProperties.h | ||
void UpdateMICs() |
NiagaraMeshRendererProperties.h |
Overridden from UNiagaraRendererProperties
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheFromCompiledData
(
const FNiagaraDataSetCompiledData* CompiledData |
NiagaraMeshRendererProperties.h | ||
virtual void CollectPSOPrecacheData
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraMeshRendererProperties.h | ||
virtual FNiagaraBoundsCalculator * CreateBoundsCalculator() |
NiagaraMeshRendererProperties.h | ||
virtual FNiagaraRenderer * CreateEmitterRenderer
(
ERHIFeatureLevel::Type FeatureLevel, |
NiagaraMeshRendererProperties.h | ||
virtual void GetAdditionalVariables
(
TArray< FNiagaraVariableBase >& OutArray |
NiagaraMeshRendererProperties.h | ||
virtual TArray< FNiagaraVariable > GetBoundAttributes() |
NiagaraMeshRendererProperties.h | ||
virtual ENiagaraRendererSourceDataMode GetCurrentSourceMode() |
NiagaraMeshRendererProperties.h | ||
virtual const TArray< FNiagaraVariable > & GetOptionalAttributes() |
NiagaraMeshRendererProperties.h | ||
virtual void GetRendererFeedback
(
const FVersionedNiagaraEmitter& InEmitter, |
NiagaraMeshRendererProperties.h | ||
virtual void GetRendererMaterialUsageFeedback
(
TArray< FNiagaraRendererFeedback >& OutFeedback |
Provides feedback on any material usage issues, i.e. incompatable material assignment or missing usage flags Automaticaly called from GetRendererFeedback where OutFeedback results in Errors | NiagaraMeshRendererProperties.h | |
virtual void GetRendererTooltipWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraMeshRendererProperties.h | ||
virtual void GetRendererWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraMeshRendererProperties.h | ||
virtual void GetStreamingMeshInfo
(
const FBoxSphereBounds& OwnerBounds, |
NiagaraMeshRendererProperties.h | ||
virtual void GetUsedMaterials
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraMeshRendererProperties.h | ||
virtual const FVertexFactoryType * GetVertexFactoryType() |
NiagaraMeshRendererProperties.h | ||
virtual bool IsSimTargetSupported
(
ENiagaraSimTarget InSimTarget |
NiagaraMeshRendererProperties.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. | NiagaraMeshRendererProperties.h | |
virtual void RemoveVariable
(
const FNiagaraVariableBase& OldVariable, |
NiagaraMeshRendererProperties.h | ||
virtual void RenameVariable
(
const FNiagaraVariableBase& OldVariable, |
NiagaraMeshRendererProperties.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
NiagaraMeshRendererProperties.h | ||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
NiagaraMeshRendererProperties.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
NiagaraMeshRendererProperties.h | ||
virtual void PostInitProperties() |
NiagaraMeshRendererProperties.h | ||
virtual void PostLoad() |
NiagaraMeshRendererProperties.h | ||
virtual void PreEditChange
(
FProperty* PropertyThatWillChange |
NiagaraMeshRendererProperties.h | ||
virtual void Serialize
(
FArchive& Ar |
NiagaraMeshRendererProperties.h |
Overridden from INiagaraRenderableMeshArrayInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ForEachMesh
(
FNiagaraSystemInstance* SystemInstance, |
NiagaraMeshRendererProperties.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ChangeRequiresMeshListRebuild
(
const FProperty* Property |
NiagaraMeshRendererProperties.h | ||
void InitBindings() |
NiagaraMeshRendererProperties.h | ||
void RebuildMeshList() |
NiagaraMeshRendererProperties.h | ||
void SetPreviousBindings
(
const FVersionedNiagaraEmitterBase& SrcEmitter, |
NiagaraMeshRendererProperties.h |
Overridden from UNiagaraRendererProperties
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FNiagaraVariable GetBoundAttribute
(
const FNiagaraVariableAttributeBinding* Binding |
Returns the variable associated with the supplied binding if it should be bound given the current settings of the RendererProperties. | NiagaraMeshRendererProperties.h | |
virtual bool NeedsMIDsForMaterials() |
NiagaraMeshRendererProperties.h | ||
virtual void UpdateSourceModeDerivates
(
ENiagaraRendererSourceDataMode InSourceMode, |
NiagaraMeshRendererProperties.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void InitCDOPropertiesAfterModuleStartup () |
The bindings depend on variables that are created during the NiagaraModule startup. | NiagaraMeshRendererProperties.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaterialParameterBindings_DEPRECATED | TArray< FNiagaraMaterialAttributeBinding > | NiagaraMeshRendererProperties.h |