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