G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UNiagaraDecalRendererProperties Class Reference

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UNiagaraRendererProperties
static UClass StaticClass ()

Public Attributes

Bindings
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.
Decal Rendering
ENiagaraRendererSourceDataMode SourceMode
 Whether or not to draw a single element for the Emitter or to draw the particles.
int RendererVisibility
 If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
float32 DecalScreenSizeFade
 When the decal is smaller than this screen size fade out the decal, can be used to reduce the amount of small decals drawn.
FNiagaraParameterBinding MaterialParameterBinding
 Binding to material.
UMaterialInterface Material
 What material to use for the decal.
Public Attributes inherited from UNiagaraRendererProperties
int SortOrderHint
 By default, emitters are drawn in the order that they are added to the system. This value will allow you to control the order in a more fine-grained manner. Materials of the same type (i.e. Transparent) will draw in order from lowest to highest within the system. The default value is 0.
ENiagaraRendererMotionVectorSetting MotionVectorSetting
 Hint about how to generate motion (velocity) vectors for this renderer.
bool bAllowInCullProxies
FNiagaraPlatformSet Platforms
 Platforms on which this renderer is enabled.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ DecalScreenSizeFade

float32 DecalScreenSizeFade

When the decal is smaller than this screen size fade out the decal, can be used to reduce the amount of small decals drawn.

◆ Material

What material to use for the decal.

◆ MaterialParameterBinding

FNiagaraParameterBinding MaterialParameterBinding

Binding to material.

◆ 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.

◆ RendererVisibility

int RendererVisibility

If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

◆ SourceMode

Whether or not to draw a single element for the Emitter or to draw the particles.