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

Public Member Functions

Functions
void SetbEnableCameraDistanceCulling (bool Value)
 Enables frustum culling of individual mesh particles.
void SetbUseHeterogeneousVolumes (bool Value)
 Whether or not to render with heterogeneous volumes.
void SetbSortOnlyWhenTranslucent (bool Value)
 If true, the particles are only sorted when using a translucent material.
void SetbSubImageBlend (bool Value)
 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.
void SetbEnableFrustumCulling (bool Value)
 Enables frustum culling of individual mesh particles.
void SetbOverrideMaterials (bool Value)
 Whether or not to use the OverrideMaterials array instead of the mesh's existing materials.
void SetbEnableMeshFlipbook (bool Value)
 When checked, will treat 'ParticleMesh' as the first frame of the flipbook, and will use the other mesh flipbook options to find the other frames.
void SetbLockedAxisEnable (bool Value)
 If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation.
void SetbCastShadows (bool Value)
 When disabled the renderer will not cast shadows. The component controls if shadows are enabled, this flag allows you to disable the renderer casting shadows.

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.
Mesh Rendering
ENiagaraRendererSourceDataMode SourceMode
 Whether or not to draw a single element for the Emitter or to draw the particles.
ENiagaraMeshFacingMode FacingMode
 Determines how the mesh orients itself relative to the camera.
ENiagaraMeshLockedAxisSpace LockedAxisSpace
 Specifies what space the locked axis is in.
ENiagaraRendererGpuTranslucentLatency GpuTranslucentLatency
 Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc. Opaque materials will run latent when these features are used. Translucent materials can choose if they want to use this frames or the previous frames data to match opaque draws.
TArray< FNiagaraMeshMaterialOverride > OverrideMaterials
 The materials to be used instead of the StaticMesh's materials. Note that each material must have the Niagara Mesh Particles flag checked. If the ParticleMesh requires more materials than exist in this array or any entry in this array is set to None, we will use the ParticleMesh's existing Material instead.
FVector LockedAxis
 Arbitrary axis by which to lock facing rotations.
FVector MeshBoundsScale
 Scale factor applied to all of the meshes bounds. This impacts distance based and per instance frustum culling. Per instance frustum culling is enabled by default when GPU scene is enabled. When using WPO with a material that may expand the mesh beyond the original bounds instances can be frustum culled incorrectly, this allows you to grow the bounds to avoid this issue.
TArray< FNiagaraMeshRendererMeshProperties > Meshes
 The static mesh(es) to be instanced when rendering mesh particles.
uint NumFlipbookFrames
 The number of frames (static meshes) to be included in the flipbook.
uint FlipbookSuffixNumDigits
 The number of digits to expect in the frame number of the flipbook page. A value of 1 will expect no leading zeros in the package names, and can also be used for names with frame numbers that extend to 10 and beyond (Example: Frame_1, Frame_2, ..., Frame_10, Frame_11, etc.).
FString FlipbookSuffixFormat
 Provides the format of the suffix of the names of the static meshes when searching for flipbook frames. "{frame_number}" is used to mark where the frame number should appear in the suffix. If "Particle Mesh" contains this suffix, the number in its name will be treated as the starting frame index. Otherwise, it will assume "Particle Mesh" is frame number 0, and that subsequent frames follow this format, starting with frame number 1.
UStaticMesh FirstFlipbookFrame
 The static mesh to use for the first frame of the flipbook. Its name will also be used to find subsequent frames of a similar name. NOTE: The subsequent frames are expected to exist in the same content directory as the first frame of the flipbook, otherwise they will not be found or used.
Sorting
ENiagaraRendererSortPrecision SortPrecision
 Sort precision to use when sorting is active.
ENiagaraSortMode SortMode
 Determines how we sort the particles prior to rendering.
SubUV
FVector2D SubImageSize
 When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y.
Visibility
uint RendererVisibility
 If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
float32 MaxCameraDistance
float32 MinCameraDistance
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

◆ SetbCastShadows()

void SetbCastShadows ( bool Value)

When disabled the renderer will not cast shadows. The component controls if shadows are enabled, this flag allows you to disable the renderer casting shadows.

◆ SetbEnableCameraDistanceCulling()

void SetbEnableCameraDistanceCulling ( bool Value)

Enables frustum culling of individual mesh particles.

◆ SetbEnableFrustumCulling()

void SetbEnableFrustumCulling ( bool Value)

Enables frustum culling of individual mesh particles.

◆ SetbEnableMeshFlipbook()

void SetbEnableMeshFlipbook ( bool Value)

When checked, will treat 'ParticleMesh' as the first frame of the flipbook, and will use the other mesh flipbook options to find the other frames.

◆ SetbLockedAxisEnable()

void SetbLockedAxisEnable ( bool Value)

If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation.

◆ SetbOverrideMaterials()

void SetbOverrideMaterials ( bool Value)

Whether or not to use the OverrideMaterials array instead of the mesh's existing materials.

◆ SetbSortOnlyWhenTranslucent()

void SetbSortOnlyWhenTranslucent ( bool Value)

If true, the particles are only sorted when using a translucent material.

◆ SetbSubImageBlend()

void SetbSubImageBlend ( bool Value)

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.

◆ SetbUseHeterogeneousVolumes()

void SetbUseHeterogeneousVolumes ( bool Value)

Whether or not to render with heterogeneous volumes.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ FacingMode

Determines how the mesh orients itself relative to the camera.

◆ FirstFlipbookFrame

UStaticMesh FirstFlipbookFrame

The static mesh to use for the first frame of the flipbook. Its name will also be used to find subsequent frames of a similar name. NOTE: The subsequent frames are expected to exist in the same content directory as the first frame of the flipbook, otherwise they will not be found or used.

◆ FlipbookSuffixFormat

FString FlipbookSuffixFormat

Provides the format of the suffix of the names of the static meshes when searching for flipbook frames. "{frame_number}" is used to mark where the frame number should appear in the suffix. If "Particle Mesh" contains this suffix, the number in its name will be treated as the starting frame index. Otherwise, it will assume "Particle Mesh" is frame number 0, and that subsequent frames follow this format, starting with frame number 1.

◆ FlipbookSuffixNumDigits

uint FlipbookSuffixNumDigits

The number of digits to expect in the frame number of the flipbook page. A value of 1 will expect no leading zeros in the package names, and can also be used for names with frame numbers that extend to 10 and beyond (Example: Frame_1, Frame_2, ..., Frame_10, Frame_11, etc.).

◆ GpuTranslucentLatency

Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc. Opaque materials will run latent when these features are used. Translucent materials can choose if they want to use this frames or the previous frames data to match opaque draws.

◆ LockedAxis

FVector LockedAxis

Arbitrary axis by which to lock facing rotations.

◆ LockedAxisSpace

ENiagaraMeshLockedAxisSpace LockedAxisSpace

Specifies what space the locked axis is in.

◆ 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.

◆ MaxCameraDistance

float32 MaxCameraDistance

◆ MeshBoundsScale

FVector MeshBoundsScale

Scale factor applied to all of the meshes bounds. This impacts distance based and per instance frustum culling. Per instance frustum culling is enabled by default when GPU scene is enabled. When using WPO with a material that may expand the mesh beyond the original bounds instances can be frustum culled incorrectly, this allows you to grow the bounds to avoid this issue.

◆ Meshes

The static mesh(es) to be instanced when rendering mesh particles.

NOTES:

  • If "Override Material" is not specified, the mesh's material is used. Override materials must have the Niagara Mesh Particles flag checked.
  • If "Enable Mesh Flipbook" is specified, this mesh is assumed to be the first frame of the flipbook.

◆ MinCameraDistance

float32 MinCameraDistance

◆ NumFlipbookFrames

uint NumFlipbookFrames

The number of frames (static meshes) to be included in the flipbook.

◆ OverrideMaterials

The materials to be used instead of the StaticMesh's materials. Note that each material must have the Niagara Mesh Particles flag checked. If the ParticleMesh requires more materials than exist in this array or any entry in this array is set to None, we will use the ParticleMesh's existing Material instead.

◆ RendererVisibility

uint RendererVisibility

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

◆ SortMode

ENiagaraSortMode SortMode

Determines how we sort the particles prior to rendering.

◆ SortPrecision

Sort precision to use when sorting is active.

◆ SourceMode

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

◆ SubImageSize

FVector2D SubImageSize

When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y.