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| Name | UNiagaraRibbonRendererProperties |
| Type | class |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraRibbonRendererProperties.h |
| Include Path | #include "NiagaraRibbonRendererProperties.h" |
Syntax
UCLASS (EditInlineNew, Meta=(DisplayName="Ribbon Renderer", SupportsStateless), MinimalAPI)
class UNiagaraRibbonRendererProperties : public UNiagaraRendererProperties
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNiagaraNotifyOnChanged → UNiagaraMergeable → UNiagaraRendererProperties → UNiagaraRibbonRendererProperties
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNiagaraRibbonRendererProperties() |
NiagaraRibbonRendererProperties.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCastShadows | uint8 | When disabled the renderer will not cast shadows. | NiagaraRibbonRendererProperties.h |
|
| bEnableAccurateGeometry | uint8 | Disables two-sided forced rendering (Will still respect material settings) MultiPlane will double geometry count to have triangles facing both sides. | NiagaraRibbonRendererProperties.h |
|
| bGpuRibbonLinkIsFloat | bool | NiagaraRibbonRendererProperties.h | ||
| bIncludeInHitProxy | uint8 | When disabled the mesh batches do not contribute to the hit proxy, i.e. they are not part of editor selection. | NiagaraRibbonRendererProperties.h |
|
| bLinkOrderUseUniqueID | uint8 | NiagaraRibbonRendererProperties.h | ||
| bScreenSpaceTessellation | uint8 | If checked, use the ribbon's screen space percentage to adaptively adjust the tessellation factor. | NiagaraRibbonRendererProperties.h |
|
| bUseConstantFactor | uint8 | If checked, use the above constant factor. | NiagaraRibbonRendererProperties.h |
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| bUseGeometryNormals | uint8 | When enabled the ribbons normals will follow the shape of the geometry rather than being aligned to screen / custom facing. | NiagaraRibbonRendererProperties.h |
|
| bUseGPUInit | uint8 | Whether we use the CPU or GPU to generate ribbon geometry for CPU systems. | NiagaraRibbonRendererProperties.h |
|
| bUseMaterialBackfaceCulling | uint8 | When enabled the ribbons renderer will not override how backface culling works depending on shape type, but instad use the material culling mode | NiagaraRibbonRendererProperties.h |
|
| ColorBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for color when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| CurveTension | float | Defines the curve tension, or how long the curve's tangents are. | NiagaraRibbonRendererProperties.h |
|
| CustomVertices | TArray< FNiagaraRibbonShapeCustomVertex > | Vertices for a cross section of the ribbon in custom shape mode. | NiagaraRibbonRendererProperties.h |
|
| DistanceFromStartIsBound | bool | NiagaraRibbonRendererProperties.h | ||
| DrawDirection | ENiagaraRibbonDrawDirection | Controls the order the ribbon segments will be rendered. | NiagaraRibbonRendererProperties.h |
|
| DynamicMaterial1Binding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| DynamicMaterial2Binding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| DynamicMaterial3Binding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| DynamicMaterialBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| FacingDataSetAccessor | FNiagaraDataSetAccessor< FVector3f > | NiagaraRibbonRendererProperties.h | ||
| FacingMode | ENiagaraRibbonFacingMode | NiagaraRibbonRendererProperties.h |
|
|
| GpuRibbonLinkOrderOffset | uint32 | NiagaraRibbonRendererProperties.h | ||
| Material | TObjectPtr< UMaterialInterface > | NiagaraRibbonRendererProperties.h |
|
|
| MaterialParam0DataSetAccessor | FNiagaraDataSetAccessor< FVector4f > | NiagaraRibbonRendererProperties.h | ||
| MaterialParam1DataSetAccessor | FNiagaraDataSetAccessor< FVector4f > | NiagaraRibbonRendererProperties.h | ||
| MaterialParam2DataSetAccessor | FNiagaraDataSetAccessor< FVector4f > | NiagaraRibbonRendererProperties.h | ||
| MaterialParam3DataSetAccessor | FNiagaraDataSetAccessor< FVector4f > | NiagaraRibbonRendererProperties.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. | NiagaraRibbonRendererProperties.h |
|
| MaterialParamValidMask | uint32 | NiagaraRibbonRendererProperties.h | ||
| MaterialRandomBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for MaterialRandom when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| MaterialUserParamBinding | FNiagaraUserParameterBinding | Use the UMaterialInterface bound to this user variable if it is set to a valid value. | NiagaraRibbonRendererProperties.h |
|
| MaxNumRibbons | int32 | NiagaraRibbonRendererProperties.h |
|
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| MICMaterial | TObjectPtr< UMaterialInstanceConstant > | NiagaraRibbonRendererProperties.h |
|
|
| MultiPlaneCount | int32 | Number of planes in multiplane shape. | NiagaraRibbonRendererProperties.h |
|
| NormalizedAgeAccessor | FNiagaraDataSetAccessor< float > | NiagaraRibbonRendererProperties.h | ||
| NormalizedAgeBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for normalized age when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| PositionBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for position when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| PositionDataSetAccessor | FNiagaraDataSetAccessor< FNiagaraPosition > | NiagaraRibbonRendererProperties.h | ||
| PrevPositionBinding | FNiagaraVariableAttributeBinding | Implicit binding for previous position | NiagaraRibbonRendererProperties.h |
|
| PrevRibbonFacingBinding | FNiagaraVariableAttributeBinding | Implicit binding for previous ribbon facing | NiagaraRibbonRendererProperties.h |
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| PrevRibbonTwistBinding | FNiagaraVariableAttributeBinding | Implicit binding for previous ribbon twist | NiagaraRibbonRendererProperties.h |
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| PrevRibbonWidthBinding | FNiagaraVariableAttributeBinding | Implicit binding for previous ribbon width | NiagaraRibbonRendererProperties.h |
|
| RendererLayout | FNiagaraRendererLayout | NiagaraRibbonRendererProperties.h | ||
| RibbonFacingBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for ribbon facing when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| RibbonFullIDDataSetAccessor | FNiagaraDataSetAccessor< FNiagaraID > | NiagaraRibbonRendererProperties.h | ||
| RibbonIdBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for ribbon id when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| RibbonIdDataSetAccessor | FNiagaraDataSetAccessor< int32 > | NiagaraRibbonRendererProperties.h | ||
| RibbonLinkOrderBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for RibbonLinkOrder when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| RibbonLinkOrderFloatAccessor | FNiagaraDataSetAccessor< float > | NiagaraRibbonRendererProperties.h | ||
| RibbonLinkOrderInt32Accessor | FNiagaraDataSetAccessor< int32 > | NiagaraRibbonRendererProperties.h | ||
| RibbonTwistBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for ribbon twist when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| RibbonUVDistance | FNiagaraVariableAttributeBinding | Which attribute should we use for ribbon distance traveled for use in UV operations when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| RibbonWidthBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for ribbon width when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| Shape | ENiagaraRibbonShapeMode | Shape of the ribbon, from flat plane, multiplane, 3d tube, and custom shapes. | NiagaraRibbonRendererProperties.h |
|
| SizeDataSetAccessor | FNiagaraDataSetAccessor< float > | NiagaraRibbonRendererProperties.h | ||
| TessellationAngle | float | Defines the angle in degrees at which tessellation occurs. | NiagaraRibbonRendererProperties.h |
|
| TessellationFactor | int32 | Custom tessellation factor. Ranges from 1 to 16. Greater values increase amount of tessellation. | NiagaraRibbonRendererProperties.h |
|
| TessellationMode | ENiagaraRibbonTessellationMode | Defines the tessellation mode allowing custom tessellation parameters or disabling tessellation entirely. | NiagaraRibbonRendererProperties.h |
|
| TubeSubdivisions | int32 | Number of vertices/faces in a tube. | NiagaraRibbonRendererProperties.h |
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| TwistDataSetAccessor | FNiagaraDataSetAccessor< float > | NiagaraRibbonRendererProperties.h | ||
| U0OverrideBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for UV0 U when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| U0OverrideIsBound | bool | NiagaraRibbonRendererProperties.h | ||
| U1OverrideBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for UV1 U when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| U1OverrideIsBound | bool | NiagaraRibbonRendererProperties.h | ||
| UV0Settings | FNiagaraRibbonUVSettings | NiagaraRibbonRendererProperties.h |
|
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| UV1Settings | FNiagaraRibbonUVSettings | NiagaraRibbonRendererProperties.h |
|
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| V0RangeOverrideBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for UV0 V when generating ribbons? | NiagaraRibbonRendererProperties.h |
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| V1RangeOverrideBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for UV1 V when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| VelocityBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for velocity when generating ribbons? | NiagaraRibbonRendererProperties.h |
|
| WidthSegmentationCount | int32 | Tessellation factor to apply to the width of the ribbon. | NiagaraRibbonRendererProperties.h |
|
Functions
Public
Overridden from UNiagaraRendererProperties
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheFromCompiledData
(
const FNiagaraDataSetCompiledData* CompiledData |
NiagaraRibbonRendererProperties.h | ||
virtual void CollectPSOPrecacheData
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraRibbonRendererProperties.h | ||
virtual FNiagaraBoundsCalculator * CreateBoundsCalculator() |
NiagaraRibbonRendererProperties.h | ||
virtual FNiagaraRenderer * CreateEmitterRenderer
(
ERHIFeatureLevel::Type FeatureLevel, |
NiagaraRibbonRendererProperties.h | ||
virtual void GetAdditionalVariables
(
TArray< FNiagaraVariableBase >& OutArray |
NiagaraRibbonRendererProperties.h | ||
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. | NiagaraRibbonRendererProperties.h | |
virtual TArray< FNiagaraVariable > GetBoundAttributes() |
NiagaraRibbonRendererProperties.h | ||
virtual const TArray< FNiagaraVariable > & GetOptionalAttributes() |
NiagaraRibbonRendererProperties.h | ||
virtual void GetRendererFeedback
(
const FVersionedNiagaraEmitter& InEmitter, |
NiagaraRibbonRendererProperties.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 | NiagaraRibbonRendererProperties.h | |
virtual void GetRendererTooltipWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraRibbonRendererProperties.h | ||
virtual void GetRendererWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraRibbonRendererProperties.h | ||
virtual void GetUsedMaterials
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraRibbonRendererProperties.h | ||
virtual const FVertexFactoryType * GetVertexFactoryType() |
NiagaraRibbonRendererProperties.h | ||
virtual bool IsBackfaceCullingDisabled() |
NiagaraRibbonRendererProperties.h | ||
virtual bool IsSimTargetSupported
(
ENiagaraSimTarget InSimTarget |
NiagaraRibbonRendererProperties.h | ||
virtual bool IsSupportedVariableForBinding
(
const FNiagaraVariableBase& InSourceForBinding, |
NiagaraRibbonRendererProperties.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. | NiagaraRibbonRendererProperties.h | |
virtual void RemoveVariable
(
const FNiagaraVariableBase& OldVariable, |
NiagaraRibbonRendererProperties.h | ||
virtual void RenameVariable
(
const FNiagaraVariableBase& OldVariable, |
NiagaraRibbonRendererProperties.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
NiagaraRibbonRendererProperties.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
NiagaraRibbonRendererProperties.h | ||
virtual void PostInitProperties() |
NiagaraRibbonRendererProperties.h | ||
virtual void PostLoad() |
NiagaraRibbonRendererProperties.h | ||
virtual void Serialize
(
FStructuredArchive::FRecord Record |
NiagaraRibbonRendererProperties.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitBindings() |
NiagaraRibbonRendererProperties.h | ||
void SetPreviousBindings
(
const FVersionedNiagaraEmitterBase& SrcEmitter |
NiagaraRibbonRendererProperties.h | ||
void UpdateMICs() |
NiagaraRibbonRendererProperties.h |
Overridden from UNiagaraRendererProperties
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool NeedsMIDsForMaterials() |
NiagaraRibbonRendererProperties.h | ||
virtual void UpdateSourceModeDerivates
(
ENiagaraRendererSourceDataMode InSourceMode, |
NiagaraRibbonRendererProperties.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void InitCDOPropertiesAfterModuleStartup () |
The bindings depend on variables that are created during the NiagaraModule startup. | NiagaraRibbonRendererProperties.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaterialParameterBindings_DEPRECATED | TArray< FNiagaraMaterialAttributeBinding > | NiagaraRibbonRendererProperties.h |