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

Public Member Functions

Functions
void SetbRemoveHMDRollInVR (bool Value)
 If true, removes the HMD view roll (e.g. in VR).
void SetbSortOnlyWhenTranslucent (bool Value)
 If true, the particles are only sorted when using a translucent material.
void SetbEnableCameraDistanceCulling (bool Value)
 Enables frustum culling of individual sprites.
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.
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.

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.
Cutout
UTexture2D CutoutTexture
 Texture to generate bounding geometry from.
ESubUVBoundingVertexCount BoundingMode
 More bounding vertices results in reduced overdraw, but adds more triangle overhead. The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large.
EOpacitySourceMode OpacitySourceMode
bool bUseMaterialCutoutTexture
 Use the cutout texture from the material opacity mask, or if none exist, from the material opacity.
float32 AlphaThreshold
 Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. Raising this threshold slightly can reduce overdraw in particles using this animation asset.
Sorting
ENiagaraSortMode SortMode
 Determines how we sort the particles prior to rendering.
ENiagaraRendererSortPrecision SortPrecision
 Sort precision to use when sorting is active.
Sprite Rendering
float32 MinFacingCameraBlendDistance
 When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane.
float32 MacroUVRadius
 World space radius that UVs generated with the ParticleMacroUV material node will tile based on.
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.
ENiagaraRendererPixelCoverageMode PixelCoverageMode
 This setting controls what happens when a sprite becomes less than a pixel in size. Disabling will apply nothing and can result in flickering issues, especially with Temporal Super Resolution. Automatic will enable the appropriate settings when the material blend mode is some form of translucency, project setting must also be enabled. When coverage is less than a pixel, we also calculate a percentage of coverage, and then darken or reduce opacity to visually compensate. The different enabled settings allow you to control how the coverage amount is applied to your particle color. If particle color is not connected to your material the compensation will not be applied.
UMaterialInterface Material
 The material used to render the particle. Note that it must have the Use with Niagara Sprites flag checked.
FVector2D PivotInUVSpace
 Determines the location of the pivot point of this particle. It follows Unreal's UV space, which has the upper left of the image at 0,0 and bottom right at 1,1. The middle is at 0.5, 0.5. NOTE: This value is ignored if "Pivot Offset Binding" is bound to a valid attribute.
float32 MaxFacingCameraBlendDistance
 When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position.
ENiagaraSpriteFacingMode FacingMode
 Determines how the particle billboard orients itself relative to the camera.
ENiagaraSpriteAlignment Alignment
 Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes.
ENiagaraRendererSourceDataMode SourceMode
 Whether or not to draw a single element for the Emitter or to draw the particles.
FNiagaraUserParameterBinding MaterialUserParamBinding
 Use the UMaterialInterface bound to this user variable if it is set to a valid value. If this is bound to a valid value and Material is also set, UserParamBinding wins.
float32 PixelCoverageBlend
 When pixel coverage is enabled this allows you to control the blend of the pixel coverage color adjustment. i.e. 1.0 = full, 0.5 = 50/50 blend, 0.0 = none.
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
float32 MinCameraDistance
float32 MaxCameraDistance
uint RendererVisibility
 If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
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 sprites.

◆ SetbRemoveHMDRollInVR()

void SetbRemoveHMDRollInVR ( bool Value)

If true, removes the HMD view roll (e.g. in VR).

◆ 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.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ Alignment

Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes.

◆ AlphaThreshold

float32 AlphaThreshold

Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. Raising this threshold slightly can reduce overdraw in particles using this animation asset.

◆ BoundingMode

More bounding vertices results in reduced overdraw, but adds more triangle overhead. The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large.

◆ bUseMaterialCutoutTexture

bool bUseMaterialCutoutTexture

Use the cutout texture from the material opacity mask, or if none exist, from the material opacity.

◆ CutoutTexture

UTexture2D CutoutTexture

Texture to generate bounding geometry from.

◆ FacingMode

Determines how the particle billboard orients itself relative to the camera.

◆ 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.

◆ MacroUVRadius

float32 MacroUVRadius

World space radius that UVs generated with the ParticleMacroUV material node will tile based on.

◆ Material

The material used to render the particle. Note that it must have the Use with Niagara Sprites flag checked.

◆ 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.

◆ MaterialUserParamBinding

FNiagaraUserParameterBinding MaterialUserParamBinding

Use the UMaterialInterface bound to this user variable if it is set to a valid value. If this is bound to a valid value and Material is also set, UserParamBinding wins.

◆ MaxCameraDistance

float32 MaxCameraDistance

◆ MaxFacingCameraBlendDistance

float32 MaxFacingCameraBlendDistance

When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position.

◆ MinCameraDistance

float32 MinCameraDistance

◆ MinFacingCameraBlendDistance

float32 MinFacingCameraBlendDistance

When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane.

◆ OpacitySourceMode

EOpacitySourceMode OpacitySourceMode

◆ PivotInUVSpace

FVector2D PivotInUVSpace

Determines the location of the pivot point of this particle. It follows Unreal's UV space, which has the upper left of the image at 0,0 and bottom right at 1,1. The middle is at 0.5, 0.5. NOTE: This value is ignored if "Pivot Offset Binding" is bound to a valid attribute.

◆ PixelCoverageBlend

float32 PixelCoverageBlend

When pixel coverage is enabled this allows you to control the blend of the pixel coverage color adjustment. i.e. 1.0 = full, 0.5 = 50/50 blend, 0.0 = none.

◆ PixelCoverageMode

This setting controls what happens when a sprite becomes less than a pixel in size. Disabling will apply nothing and can result in flickering issues, especially with Temporal Super Resolution. Automatic will enable the appropriate settings when the material blend mode is some form of translucency, project setting must also be enabled. When coverage is less than a pixel, we also calculate a percentage of coverage, and then darken or reduce opacity to visually compensate. The different enabled settings allow you to control how the coverage amount is applied to your particle color. If particle color is not connected to your material the compensation will not be applied.

◆ 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.