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

Public Member Functions

Functions
void SetbAffectsTranslucency (bool Value)
 Whether lights from this renderer should affect translucency. Use with caution - if enabled, create only a few particle lights at most, and the smaller they are, the less they will cost.
void SetbAlphaScalesBrightness (bool Value)
 When checked, will treat the alpha value of the particle's color as a multiplier of the light's brightness.
void SetbOverrideInverseExposureBlend (bool Value)
 When enabled we will override the project default setting with our local setting.
void SetbUseInverseSquaredFalloff (bool Value)
 Whether to use physically based inverse squared falloff from the light. If unchecked, the value from the LightExponent binding will be used instead.

Static Public Member Functions

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

Public Attributes

Light Rendering
float32 RadiusScale
 A factor used to scale each particle light radius.
float32 DefaultExponent
 The exponent to use for all lights if no exponent binding was found.
float32 SpecularScale
 The specular scale to use for all lights if no binding was found.
FVector3f ColorAdd
 A static color shift applied to each rendered light.
float32 InverseExposureBlend
 Blend Factor used to blend between Intensity and Intensity/Exposure. This is useful for gameplay lights that should have constant brighness on screen independent of current exposure. This feature can cause issues with exposure particularly when used on the primary light on a scene, as such it's usage should be limited.
int RendererVisibility
 If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
ENiagaraRendererSourceDataMode SourceMode
 Whether or not to draw a single element for the Emitter or to draw the particles.
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

◆ SetbAffectsTranslucency()

void SetbAffectsTranslucency ( bool Value)

Whether lights from this renderer should affect translucency. Use with caution - if enabled, create only a few particle lights at most, and the smaller they are, the less they will cost.

◆ SetbAlphaScalesBrightness()

void SetbAlphaScalesBrightness ( bool Value)

When checked, will treat the alpha value of the particle's color as a multiplier of the light's brightness.

◆ SetbOverrideInverseExposureBlend()

void SetbOverrideInverseExposureBlend ( bool Value)

When enabled we will override the project default setting with our local setting.

◆ SetbUseInverseSquaredFalloff()

void SetbUseInverseSquaredFalloff ( bool Value)

Whether to use physically based inverse squared falloff from the light. If unchecked, the value from the LightExponent binding will be used instead.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ColorAdd

FVector3f ColorAdd

A static color shift applied to each rendered light.

◆ DefaultExponent

float32 DefaultExponent

The exponent to use for all lights if no exponent binding was found.

◆ InverseExposureBlend

float32 InverseExposureBlend

Blend Factor used to blend between Intensity and Intensity/Exposure. This is useful for gameplay lights that should have constant brighness on screen independent of current exposure. This feature can cause issues with exposure particularly when used on the primary light on a scene, as such it's usage should be limited.

◆ RadiusScale

float32 RadiusScale

A factor used to scale each particle light radius.

◆ 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.

◆ SpecularScale

float32 SpecularScale

The specular scale to use for all lights if no binding was found.