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API > API/Plugins > API/Plugins/Niagara
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UNiagaraMergeable
- UNiagaraRendererProperties
- UNiagaraRibbonRendererProperties
References
| Module | Niagara |
| Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraRibbonRendererProperties.h |
| Include | #include "NiagaraRibbonRendererProperties.h" |
Syntax
UCLASS&40;EditInlineNew, Meta&61;&40;DisplayName&61;"Ribbon Renderer"&41;, MinimalAPI&41;
class UNiagaraRibbonRendererProperties : public UNiagaraRendererProperties
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bEnableAccurateGeometry | Disables two-sided forced rendering (Will still respect material settings) MultiPlane will double geometry count to have triangles facing both sides. | |
| bool | bGpuRibbonLinkIsFloat | ||
| uint8: 1 | bLinkOrderUseUniqueID | ||
| uint8: 1 | bScreenSpaceTessellation | If checked, use the ribbon's screen space percentage to adaptively adjust the tessellation factor. | |
| uint8: 1 | bUseConstantFactor | If checked, use the above constant factor. | |
| uint8: 1 | bUseGPUInit | Whether we use the CPU or GPU to generate ribbon geometry for CPU systems. | |
| uint8: 1 | bUseMaterialBackfaceCulling | When enabled the ribbons renderer will not override how backface culling works depending on shape type, but instad use the material culling mode | |
| FNiagaraVariableAttributeBinding | ColorBinding | Which attribute should we use for color when generating ribbons? | |
| float | CurveTension | Defines the curve tension, or how long the curve's tangents are. | |
| TArray< FNiagaraRibbonShapeCustomVertex > | CustomVertices | Vertices for a cross section of the ribbon in custom shape mode. | |
| bool | DistanceFromStartIsBound | ||
| ENiagaraRibbonDrawDirection | DrawDirection | If true, the particles are only sorted when using a translucent material. | |
| FNiagaraVariableAttributeBinding | DynamicMaterial1Binding | Which attribute should we use for dynamic material parameters when generating ribbons? | |
| FNiagaraVariableAttributeBinding | DynamicMaterial2Binding | Which attribute should we use for dynamic material parameters when generating ribbons? | |
| FNiagaraVariableAttributeBinding | DynamicMaterial3Binding | Which attribute should we use for dynamic material parameters when generating ribbons? | |
| FNiagaraVariableAttributeBinding | DynamicMaterialBinding | Which attribute should we use for dynamic material parameters when generating ribbons? | |
| FNiagaraDataSetAccessor< FVector3f > | FacingDataSetAccessor | ||
| ENiagaraRibbonFacingMode | FacingMode | ||
| uint32 | GpuRibbonLinkOrderOffset | ||
| TObjectPtr< UMaterialInterface > | Material | ||
| FNiagaraDataSetAccessor< FVector4f > | MaterialParam0DataSetAccessor | ||
| FNiagaraDataSetAccessor< FVector4f > | MaterialParam1DataSetAccessor | ||
| FNiagaraDataSetAccessor< FVector4f > | MaterialParam2DataSetAccessor | ||
| FNiagaraDataSetAccessor< FVector4f > | MaterialParam3DataSetAccessor | ||
| FNiagaraRendererMaterialParameters | MaterialParameters | 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. | |
| uint32 | MaterialParamValidMask | ||
| FNiagaraVariableAttributeBinding | MaterialRandomBinding | Which attribute should we use for MaterialRandom when generating ribbons? | |
| FNiagaraUserParameterBinding | MaterialUserParamBinding | Use the UMaterialInterface bound to this user variable if it is set to a valid value. | |
| int32 | MaxNumRibbons | ||
| TObjectPtr< UMaterialInstanceConstant > | MICMaterial | ||
| int32 | MultiPlaneCount | Number of planes in multiplane shape. | |
| FNiagaraDataSetAccessor< float > | NormalizedAgeAccessor | ||
| FNiagaraVariableAttributeBinding | NormalizedAgeBinding | Which attribute should we use for normalized age when generating ribbons? | |
| FNiagaraVariableAttributeBinding | PositionBinding | Which attribute should we use for position when generating ribbons? | |
| FNiagaraDataSetAccessor< FNiagaraPosition > | PositionDataSetAccessor | ||
| FNiagaraVariableAttributeBinding | PrevPositionBinding | Implicit binding for previous position | |
| FNiagaraVariableAttributeBinding | PrevRibbonFacingBinding | Implicit binding for previous ribbon facing | |
| FNiagaraVariableAttributeBinding | PrevRibbonTwistBinding | Implicit binding for previous ribbon twist | |
| FNiagaraVariableAttributeBinding | PrevRibbonWidthBinding | Implicit binding for previous ribbon width | |
| FNiagaraRendererLayout | RendererLayout | ||
| FNiagaraVariableAttributeBinding | RibbonFacingBinding | Which attribute should we use for ribbon facing when generating ribbons? | |
| FNiagaraDataSetAccessor< FNiagaraID > | RibbonFullIDDataSetAccessor | ||
| FNiagaraVariableAttributeBinding | RibbonIdBinding | Which attribute should we use for ribbon id when generating ribbons? | |
| FNiagaraDataSetAccessor< int32 > | RibbonIdDataSetAccessor | ||
| FNiagaraVariableAttributeBinding | RibbonLinkOrderBinding | Which attribute should we use for RibbonLinkOrder when generating ribbons? | |
| FNiagaraDataSetAccessor< float > | RibbonLinkOrderFloatAccessor | ||
| FNiagaraDataSetAccessor< int32 > | RibbonLinkOrderInt32Accessor | ||
| FNiagaraVariableAttributeBinding | RibbonTwistBinding | Which attribute should we use for ribbon twist when generating ribbons? | |
| FNiagaraVariableAttributeBinding | RibbonUVDistance | Which attribute should we use for ribbon distance traveled for use in UV operations when generating ribbons? | |
| FNiagaraVariableAttributeBinding | RibbonWidthBinding | Which attribute should we use for ribbon width when generating ribbons? | |
| ENiagaraRibbonShapeMode | Shape | Shape of the ribbon, from flat plane, multiplane, 3d tube, and custom shapes. | |
| FNiagaraDataSetAccessor< float > | SizeDataSetAccessor | ||
| float | TessellationAngle | Defines the angle in degrees at which tessellation occurs. | |
| int32 | TessellationFactor | Custom tessellation factor. Ranges from 1 to 16. Greater values increase amount of tessellation. | |
| ENiagaraRibbonTessellationMode | TessellationMode | Defines the tessellation mode allowing custom tessellation parameters or disabling tessellation entirely. | |
| int32 | TubeSubdivisions | Number of vertices/faces in a tube. | |
| FNiagaraDataSetAccessor< float > | TwistDataSetAccessor | ||
| FNiagaraVariableAttributeBinding | U0OverrideBinding | Which attribute should we use for UV0 U when generating ribbons? | |
| bool | U0OverrideIsBound | ||
| FNiagaraVariableAttributeBinding | U1OverrideBinding | Which attribute should we use for UV1 U when generating ribbons? | |
| bool | U1OverrideIsBound | ||
| FNiagaraRibbonUVSettings | UV0Settings | ||
| FNiagaraRibbonUVSettings | UV1Settings | ||
| FNiagaraVariableAttributeBinding | V0RangeOverrideBinding | Which attribute should we use for UV0 V when generating ribbons? | |
| FNiagaraVariableAttributeBinding | V1RangeOverrideBinding | Which attribute should we use for UV1 V when generating ribbons? | |
| FNiagaraVariableAttributeBinding | VelocityBinding | Which attribute should we use for velocity when generating ribbons? | |
| int32 | WidthSegmentationCount | Tessellation factor to apply to the width of the ribbon. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | InitBindings () |
||
| void | The bindings depend on variables that are created during the NiagaraModule startup. | ||
| void | SetPreviousBindings
(
const FVersionedNiagaraEmitter& SrcEmitter |
||
| void | UpdateMICs () |
Overridden from UNiagaraRendererProperties
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). | |
| 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. | |
| void | Serialize
(
FStructuredArchive::FRecord Record |
Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FNiagaraMaterialAttributeBinding > | MaterialParameterBindings_DEPRECATED |