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Unreal Engine C++ API Reference > Plugins > Niagara
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UNiagaraMergeable
- UNiagaraRendererProperties
- UNiagaraSpriteRendererProperties
References
Module | Niagara |
Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraSpriteRendererProperties.h |
Include | #include "NiagaraSpriteRendererProperties.h" |
Syntax
UCLASS&40;EditInlineNew, Meta&61;&40;DisplayName&61;"Sprite Renderer"&41;, MinimalAPI&41;
class UNiagaraSpriteRendererProperties : public UNiagaraRendererProperties
Variables
Type | Name | Description | |
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ENiagaraSpriteAlignment | Alignment | Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes. |
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float | AlphaThreshold | Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. |
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uint8: 1 | bEnableCameraDistanceCulling | Enables frustum culling of individual sprites |
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TEnumAsByte< enum ESubUVBoundingVertexCount > | BoundingMode | More bounding vertices results in reduced overdraw, but adds more triangle overhead. |
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uint8: 1 | bRemoveHMDRollInVR | If true, removes the HMD view roll (e.g. in VR) |
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uint8: 1 | bSortOnlyWhenTranslucent | If true, the particles are only sorted when using a translucent material. |
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uint8: 1 | bSubImageBlend | 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. |
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bool | bUseMaterialCutoutTexture | Use the cutout texture from the material opacity mask, or if none exist, from the material opacity. |
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FNiagaraVariableAttributeBinding | CameraOffsetBinding | Which attribute should we use for camera offset when generating sprites? |
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FNiagaraVariableAttributeBinding | ColorBinding | Which attribute should we use for color when generating sprites? |
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FNiagaraVariableAttributeBinding | CustomSortingBinding | Which attribute should we use for custom sorting? Defaults to Particles.NormalizedAge. |
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TObjectPtr< UTexture2D > | CutoutTexture | Texture to generate bounding geometry from. |
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FNiagaraVariableAttributeBinding | DynamicMaterial1Binding | Which attribute should we use for dynamic material parameters when generating sprites? |
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FNiagaraVariableAttributeBinding | DynamicMaterial2Binding | Which attribute should we use for dynamic material parameters when generating sprites? |
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FNiagaraVariableAttributeBinding | DynamicMaterial3Binding | Which attribute should we use for dynamic material parameters when generating sprites? |
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FNiagaraVariableAttributeBinding | DynamicMaterialBinding | Which attribute should we use for dynamic material parameters when generating sprites? |
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ENiagaraSpriteFacingMode | FacingMode | Determines how the particle billboard orients itself relative to the camera. |
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ENiagaraRendererGpuTranslucentLatency | GpuTranslucentLatency | Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc. |
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float | MacroUVRadius | World space radius that UVs generated with the ParticleMacroUV material node will tile based on. |
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TObjectPtr< UMaterialInterface > | Material | The material used to render the particle. |
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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. |
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uint32 | MaterialParamValidMask | |
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FNiagaraVariableAttributeBinding | MaterialRandomBinding | Which attribute should we use for material randoms when generating sprites? |
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FNiagaraUserParameterBinding | MaterialUserParamBinding | Use the UMaterialInterface bound to this user variable if it is set to a valid value. |
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float | MaxCameraDistance | |
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float | MaxFacingCameraBlendDistance | When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position |
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TObjectPtr< UMaterialInstanceConstant > | MICMaterial | |
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float | MinCameraDistance | |
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float | MinFacingCameraBlendDistance | When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane. |
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FNiagaraVariableAttributeBinding | NormalizedAgeBinding | Which attribute should we use for Normalized Age? |
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TEnumAsByte< enum EOpacitySourceMode > | OpacitySourceMode | |
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FVector2D | PivotInUVSpace | Determines the location of the pivot point of this particle. |
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FNiagaraVariableAttributeBinding | PivotOffsetBinding | Which attribute should we use for pivot offset? (NOTE: Values are expected to be in UV space). |
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float | PixelCoverageBlend | When pixel coverage is enabled this allows you to control the blend of the pixel coverage color adjustment. |
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ENiagaraRendererPixelCoverageMode | PixelCoverageMode | This setting controls what happens when a sprite becomes less than a pixel in size. |
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FNiagaraVariableAttributeBinding | PositionBinding | Which attribute should we use for position when generating sprites? |
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FNiagaraVariableAttributeBinding | PrevCameraOffsetBinding | |
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FNiagaraVariableAttributeBinding | PrevPivotOffsetBinding | |
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FNiagaraVariableAttributeBinding | PrevPositionBinding | |
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FNiagaraVariableAttributeBinding | PrevSpriteAlignmentBinding | |
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FNiagaraVariableAttributeBinding | PrevSpriteFacingBinding | |
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FNiagaraVariableAttributeBinding | PrevSpriteRotationBinding | |
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FNiagaraVariableAttributeBinding | PrevSpriteSizeBinding | |
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FNiagaraVariableAttributeBinding | PrevVelocityBinding | |
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FNiagaraRendererLayout | RendererLayoutWithCustomSort | |
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FNiagaraRendererLayout | RendererLayoutWithoutCustomSort | |
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uint32 | RendererVisibility | If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. |
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FNiagaraVariableAttributeBinding | RendererVisibilityTagBinding | Which attribute should we use for RendererVisibilityTag? |
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ENiagaraSortMode | SortMode | Determines how we sort the particles prior to rendering. |
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ENiagaraRendererSortPrecision | SortPrecision | Sort precision to use when sorting is active. |
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ENiagaraRendererSourceDataMode | SourceMode | Whether or not to draw a single element for the Emitter or to draw the particles. |
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FNiagaraVariableAttributeBinding | SpriteAlignmentBinding | Which attribute should we use for sprite alignment when generating sprites? |
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FNiagaraVariableAttributeBinding | SpriteFacingBinding | Which attribute should we use for sprite facing when generating sprites? |
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FNiagaraVariableAttributeBinding | SpriteRotationBinding | Which attribute should we use for sprite rotation (in degrees) when generating sprites? |
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FNiagaraVariableAttributeBinding | SpriteSizeBinding | Which attribute should we use for sprite size when generating sprites? |
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FNiagaraVariableAttributeBinding | SubImageIndexBinding | Which attribute should we use for sprite sub-image indexing when generating sprites? |
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FVector2D | SubImageSize | When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y. |
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FNiagaraVariableAttributeBinding | UVScaleBinding | Which attribute should we use for UV scale when generating sprites? |
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FNiagaraVariableAttributeBinding | VelocityBinding | Which attribute should we use for velocity when generating sprites? |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | ||
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const TArray< FVector2f > & | ||
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int32 | ||
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uint32 | ||
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void | InitBindings () |
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void | The bindings depend on variables that are created during the NiagaraModule startup. | |
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void | SetPreviousBindings
(
const FVersionedNiagaraEmitter& SrcEmitter, |
|
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void | ||
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void | UpdateMICs () |
Overridden from UNiagaraRendererProperties
Overridden from UObject
Type | Name | Description | |
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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). |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Serialize
(
FStructuredArchive::FRecord Record |
Handles reading, writing, and reference collecting using FArchive. |
Constants
Name | Description |
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SpriteRendererPropertiesToDeferredInit |
Deprecated Variables
Type | Name | Description | |
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TArray< FNiagaraMaterialAttributeBinding > | MaterialParameterBindings_DEPRECATED |