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| Name | UNiagaraSpriteRendererProperties |
| Type | class |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraSpriteRendererProperties.h |
| Include Path | #include "NiagaraSpriteRendererProperties.h" |
Syntax
UCLASS (EditInlineNew, Meta=(DisplayName="Sprite Renderer", SupportsStateless), MinimalAPI)
class UNiagaraSpriteRendererProperties : public UNiagaraRendererProperties
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNiagaraNotifyOnChanged → UNiagaraMergeable → UNiagaraRendererProperties → UNiagaraSpriteRendererProperties
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNiagaraSpriteRendererProperties() |
NiagaraSpriteRendererProperties.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| SpriteRendererPropertiesToDeferredInit | TArray< TWeakObjectPtr< UNiagaraSpriteRendererProperties > > | NiagaraSpriteRendererProperties.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Alignment | ENiagaraSpriteAlignment | Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes. | NiagaraSpriteRendererProperties.h |
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| AlphaThreshold | float | Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. | NiagaraSpriteRendererProperties.h |
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| bCastShadows | uint8 | When disabled the renderer will not cast shadows. | NiagaraSpriteRendererProperties.h |
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| bEnableCameraDistanceCulling | uint8 | Enables frustum culling of individual sprites | NiagaraSpriteRendererProperties.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. | NiagaraSpriteRendererProperties.h |
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| BoundingMode | TEnumAsByte< enum ESubUVBoundingVertexCount > | More bounding vertices results in reduced overdraw, but adds more triangle overhead. | NiagaraSpriteRendererProperties.h |
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| bRemoveHMDRollInVR | uint8 | If true, removes the HMD view roll (e.g. in VR) | NiagaraSpriteRendererProperties.h |
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| bSortOnlyWhenTranslucent | uint8 | If true, the particles are only sorted when using a translucent material. | NiagaraSpriteRendererProperties.h |
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| bSubImageBlend | uint8 | 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. | NiagaraSpriteRendererProperties.h |
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| bUseMaterialCutoutTexture | bool | Use the cutout texture from the material opacity mask, or if none exist, from the material opacity. | NiagaraSpriteRendererProperties.h |
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| CameraOffsetBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for camera offset when generating sprites? | NiagaraSpriteRendererProperties.h |
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| ColorBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for color when generating sprites? | NiagaraSpriteRendererProperties.h |
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| CustomSortingBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for custom sorting? Defaults to Particles.NormalizedAge. | NiagaraSpriteRendererProperties.h |
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| CutoutTexture | TObjectPtr< UTexture2D > | Texture to generate bounding geometry from. | NiagaraSpriteRendererProperties.h |
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| DynamicMaterial1Binding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating sprites? | NiagaraSpriteRendererProperties.h |
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| DynamicMaterial2Binding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating sprites? | NiagaraSpriteRendererProperties.h |
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| DynamicMaterial3Binding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating sprites? | NiagaraSpriteRendererProperties.h |
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| DynamicMaterialBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for dynamic material parameters when generating sprites? | NiagaraSpriteRendererProperties.h |
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| FacingMode | ENiagaraSpriteFacingMode | Determines how the particle billboard orients itself relative to the camera. | NiagaraSpriteRendererProperties.h |
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| GpuTranslucentLatency | ENiagaraRendererGpuTranslucentLatency | Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc. | NiagaraSpriteRendererProperties.h |
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| MacroUVRadius | float | World space radius that UVs generated with the ParticleMacroUV material node will tile based on. | NiagaraSpriteRendererProperties.h |
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| Material | TObjectPtr< UMaterialInterface > | The material used to render the particle. | NiagaraSpriteRendererProperties.h |
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| 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. | NiagaraSpriteRendererProperties.h |
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| MaterialParamValidMask | uint32 | NiagaraSpriteRendererProperties.h | ||
| MaterialRandomBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for material randoms when generating sprites? | NiagaraSpriteRendererProperties.h |
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| MaterialUserParamBinding | FNiagaraUserParameterBinding | Use the UMaterialInterface bound to this user variable if it is set to a valid value. | NiagaraSpriteRendererProperties.h |
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| MaxCameraDistance | float | NiagaraSpriteRendererProperties.h |
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| MaxFacingCameraBlendDistance | float | When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position | NiagaraSpriteRendererProperties.h |
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| MICMaterial | TObjectPtr< UMaterialInstanceConstant > | NiagaraSpriteRendererProperties.h |
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| MinCameraDistance | float | NiagaraSpriteRendererProperties.h |
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| MinFacingCameraBlendDistance | float | When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane. | NiagaraSpriteRendererProperties.h |
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| NormalizedAgeBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for Normalized Age? | NiagaraSpriteRendererProperties.h |
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| OpacitySourceMode | TEnumAsByte< enum EOpacitySourceMode > | NiagaraSpriteRendererProperties.h |
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| PivotInUVSpace | FVector2D | Determines the location of the pivot point of this particle. | NiagaraSpriteRendererProperties.h |
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| PivotOffsetBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for pivot offset? (NOTE: Values are expected to be in UV space). | NiagaraSpriteRendererProperties.h |
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| PixelCoverageBlend | float | When pixel coverage is enabled this allows you to control the blend of the pixel coverage color adjustment. | NiagaraSpriteRendererProperties.h |
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| PixelCoverageMode | ENiagaraRendererPixelCoverageMode | This setting controls what happens when a sprite becomes less than a pixel in size. | NiagaraSpriteRendererProperties.h |
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| PositionBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for position when generating sprites? | NiagaraSpriteRendererProperties.h |
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| PrevCameraOffsetBinding | FNiagaraVariableAttributeBinding | NiagaraSpriteRendererProperties.h |
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| PrevPivotOffsetBinding | FNiagaraVariableAttributeBinding | NiagaraSpriteRendererProperties.h |
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| PrevPositionBinding | FNiagaraVariableAttributeBinding | NiagaraSpriteRendererProperties.h |
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| PrevSpriteAlignmentBinding | FNiagaraVariableAttributeBinding | NiagaraSpriteRendererProperties.h |
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| PrevSpriteFacingBinding | FNiagaraVariableAttributeBinding | NiagaraSpriteRendererProperties.h |
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| PrevSpriteRotationBinding | FNiagaraVariableAttributeBinding | NiagaraSpriteRendererProperties.h |
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| PrevSpriteSizeBinding | FNiagaraVariableAttributeBinding | NiagaraSpriteRendererProperties.h |
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| PrevVelocityBinding | FNiagaraVariableAttributeBinding | NiagaraSpriteRendererProperties.h |
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| RendererLayoutWithCustomSort | FNiagaraRendererLayout | NiagaraSpriteRendererProperties.h | ||
| RendererLayoutWithoutCustomSort | FNiagaraRendererLayout | NiagaraSpriteRendererProperties.h | ||
| RendererVisibility | uint32 | If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. | NiagaraSpriteRendererProperties.h |
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| RendererVisibilityTagBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for RendererVisibilityTag? | NiagaraSpriteRendererProperties.h |
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| SortMode | ENiagaraSortMode | Determines how we sort the particles prior to rendering. | NiagaraSpriteRendererProperties.h |
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| SortPrecision | ENiagaraRendererSortPrecision | Sort precision to use when sorting is active. | NiagaraSpriteRendererProperties.h |
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| SourceMode | ENiagaraRendererSourceDataMode | Whether or not to draw a single element for the Emitter or to draw the particles. | NiagaraSpriteRendererProperties.h |
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| SpriteAlignmentBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for sprite alignment when generating sprites? | NiagaraSpriteRendererProperties.h |
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| SpriteFacingBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for sprite facing when generating sprites? | NiagaraSpriteRendererProperties.h |
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| SpriteRotationBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for sprite rotation (in degrees) when generating sprites? | NiagaraSpriteRendererProperties.h |
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| SpriteSizeBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for sprite size when generating sprites? | NiagaraSpriteRendererProperties.h |
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| SubImageIndexBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for sprite sub-image indexing when generating sprites? | NiagaraSpriteRendererProperties.h |
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| SubImageSize | FVector2D | When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y. | NiagaraSpriteRendererProperties.h |
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| UVScaleBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for UV scale when generating sprites? | NiagaraSpriteRendererProperties.h |
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| VelocityBinding | FNiagaraVariableAttributeBinding | Which attribute should we use for velocity when generating sprites? | NiagaraSpriteRendererProperties.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DerivedData | FSubUVDerivedData | Derived data for this asset, generated off of SubUVTexture. | NiagaraSpriteRendererProperties.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CacheDerivedData() |
NiagaraSpriteRendererProperties.h | ||
const TArray< FVector2f > & GetCutoutData() |
NiagaraSpriteRendererProperties.h | ||
int32 GetNumCutoutVertexPerSubimage() |
NiagaraSpriteRendererProperties.h | ||
uint32 GetNumIndicesPerInstance() |
NiagaraSpriteRendererProperties.h | ||
void UpdateCutoutTexture() |
NiagaraSpriteRendererProperties.h |
Overridden from UNiagaraRendererProperties
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheFromCompiledData
(
const FNiagaraDataSetCompiledData* CompiledData |
NiagaraSpriteRendererProperties.h | ||
virtual void CollectPSOPrecacheData
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraSpriteRendererProperties.h | ||
virtual FNiagaraBoundsCalculator * CreateBoundsCalculator() |
NiagaraSpriteRendererProperties.h | ||
virtual FNiagaraRenderer * CreateEmitterRenderer
(
ERHIFeatureLevel::Type FeatureLevel, |
NiagaraSpriteRendererProperties.h | ||
virtual void GetAdditionalVariables
(
TArray< FNiagaraVariableBase >& OutArray |
NiagaraSpriteRendererProperties.h | ||
virtual TArray< FNiagaraVariable > GetBoundAttributes() |
NiagaraSpriteRendererProperties.h | ||
virtual ENiagaraRendererSourceDataMode GetCurrentSourceMode() |
NiagaraSpriteRendererProperties.h | ||
virtual float GetMaterialStreamingScale() |
NiagaraSpriteRendererProperties.h | ||
virtual const TArray< FNiagaraVariable > & GetOptionalAttributes() |
NiagaraSpriteRendererProperties.h | ||
virtual void GetRendererFeedback
(
const FVersionedNiagaraEmitter& InEmitter, |
NiagaraSpriteRendererProperties.h | ||
virtual void GetRendererFeedback
(
const FVersionedNiagaraEmitter& InEmitter, |
NiagaraSpriteRendererProperties.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 | NiagaraSpriteRendererProperties.h | |
virtual void GetRendererTooltipWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraSpriteRendererProperties.h | ||
virtual void GetRendererWidgets
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraSpriteRendererProperties.h | ||
virtual void GetUsedMaterials
(
const FNiagaraEmitterInstance* InEmitter, |
NiagaraSpriteRendererProperties.h | ||
virtual const FVertexFactoryType * GetVertexFactoryType() |
NiagaraSpriteRendererProperties.h | ||
virtual bool IsSimTargetSupported
(
ENiagaraSimTarget InSimTarget |
NiagaraSpriteRendererProperties.h | ||
virtual bool NeedsMIDsForMaterials() |
NiagaraSpriteRendererProperties.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. | NiagaraSpriteRendererProperties.h | |
virtual void RemoveVariable
(
const FNiagaraVariableBase& OldVariable, |
NiagaraSpriteRendererProperties.h | ||
virtual void RenameVariable
(
const FNiagaraVariableBase& OldVariable, |
NiagaraSpriteRendererProperties.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
NiagaraSpriteRendererProperties.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
NiagaraSpriteRendererProperties.h | ||
virtual void PostInitProperties() |
NiagaraSpriteRendererProperties.h | ||
virtual void PostLoad() |
NiagaraSpriteRendererProperties.h | ||
virtual void Serialize
(
FStructuredArchive::FRecord Record |
NiagaraSpriteRendererProperties.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitBindings() |
NiagaraSpriteRendererProperties.h | ||
void SetPreviousBindings
(
const FVersionedNiagaraEmitterBase& SrcEmitter, |
NiagaraSpriteRendererProperties.h | ||
void UpdateMICs() |
NiagaraSpriteRendererProperties.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. | NiagaraSpriteRendererProperties.h | |
virtual void UpdateSourceModeDerivates
(
ENiagaraRendererSourceDataMode InSourceMode, |
NiagaraSpriteRendererProperties.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void InitCDOPropertiesAfterModuleStartup () |
The bindings depend on variables that are created during the NiagaraModule startup. | NiagaraSpriteRendererProperties.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaterialParameterBindings_DEPRECATED | TArray< FNiagaraMaterialAttributeBinding > | NiagaraSpriteRendererProperties.h |