unreal.NiagaraMeshRendererProperties

class unreal.NiagaraMeshRendererProperties(outer: Object | None = None, name: Name | str = 'None')

Bases: NiagaraRendererProperties

Niagara Mesh Renderer Properties

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraMeshRendererProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_in_cull_proxies (bool): [Read-Write]

  • camera_offset_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for camera offset when rendering meshes?

  • color_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for color when generating instanced meshes?

  • custom_sorting_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use custom sorting of particles in this emitter.

  • dynamic_material1_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating instanced meshes?

  • dynamic_material2_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating instanced meshes?

  • dynamic_material3_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating instanced meshes?

  • dynamic_material_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating instanced meshes?

  • enable_camera_distance_culling (bool): [Read-Write] Enables frustum culling of individual mesh particles

  • enable_frustum_culling (bool): [Read-Write] Enables frustum culling of individual mesh particles

  • enable_mesh_flipbook (bool): [Read-Write] 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

  • facing_mode (NiagaraMeshFacingMode): [Read-Write] Determines how the mesh orients itself relative to the camera.

  • first_flipbook_frame (StaticMesh): [Read-Write] 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.

  • flipbook_suffix_format (str): [Read-Write] 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.

  • flipbook_suffix_num_digits (uint32): [Read-Write] 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.)

  • gpu_translucent_latency (NiagaraRendererGpuTranslucentLatency): [Read-Write] 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.

  • locked_axis (Vector): [Read-Write] Arbitrary axis by which to lock facing rotations

  • locked_axis_enable (bool): [Read-Write] If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation

  • locked_axis_space (NiagaraMeshLockedAxisSpace): [Read-Write] Specifies what space the locked axis is in

  • material_parameters (NiagaraRendererMaterialParameters): [Read-Write] 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.

  • material_random_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for material randoms when generating instanced meshes?

  • max_camera_distance (float): [Read-Write]

  • mesh_bounds_scale (Vector): [Read-Write] 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.

  • mesh_index_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use to pick the element in the mesh array on the mesh renderer?

  • mesh_orientation_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for orienting meshes when generating instanced meshes?

  • meshes (Array[NiagaraMeshRendererMeshProperties]): [Read-Write] 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.

  • min_camera_distance (float): [Read-Write]

  • motion_vector_setting (NiagaraRendererMotionVectorSetting): [Read-Write] Hint about how to generate motion (velocity) vectors for this renderer.

  • normalized_age_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for Normalized Age?

  • num_flipbook_frames (uint32): [Read-Write] The number of frames (static meshes) to be included in the flipbook.

  • override_materials (Array[NiagaraMeshMaterialOverride]): [Read-Write] 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.

  • override_materials (bool): [Read-Write] Whether or not to use the OverrideMaterials array instead of the mesh’s existing materials.

  • platforms (NiagaraPlatformSet): [Read-Write] Platforms on which this renderer is enabled.

  • position_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for position when generating instanced meshes?

  • renderer_enabled_binding (NiagaraVariableAttributeBinding): [Read-Write] Binding to control if the renderer is enabled or disabled. When disabled the renderer does not generate or render any particle data. When disabled via a static bool the renderer will be removed in cooked content.

  • renderer_visibility (uint32): [Read-Write] If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

  • renderer_visibility_tag_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for the renderer visibility tag?

  • scale_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for scale when generating instanced meshes?

  • sort_mode (NiagaraSortMode): [Read-Write] Determines how we sort the particles prior to rendering.

  • sort_only_when_translucent (bool): [Read-Write] If true, the particles are only sorted when using a translucent material.

  • sort_order_hint (int32): [Read-Write] 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.

  • sort_precision (NiagaraRendererSortPrecision): [Read-Write] Sort precision to use when sorting is active.

  • source_mode (NiagaraRendererSourceDataMode): [Read-Write] Whether or not to draw a single element for the Emitter or to draw the particles.

  • sub_image_blend (bool): [Read-Write] 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.

  • sub_image_index_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for sprite sub-image indexing when generating sprites?

  • sub_image_size (Vector2D): [Read-Write] When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y.

  • use_heterogeneous_volumes (bool): [Read-Write] Whether or not to render with heterogeneous volumes.

  • velocity_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for velocity when generating instanced meshes?