unreal.NiagaraSpriteFacingMode

class unreal.NiagaraSpriteFacingMode

Bases: EnumBase

This enum decides how a sprite particle will orient its “facing” axis. Must keep these in sync with NiagaraSpriteVertexFactory.ush

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraSpriteRendererProperties.h

AUTOMATIC: NiagaraSpriteFacingMode

Automatically select between FaceCamera & CustomFacingVector depending on if SpriteFacing binding is valid.

Type:

5

CUSTOM_FACING_VECTOR: NiagaraSpriteFacingMode

The sprite billboard faces toward the “Particles.SpriteFacing” vector attribute. If the “Particles.SpriteFacing” attribute is missing, this falls back to FaceCamera mode.

Type:

2

FACE_CAMERA: NiagaraSpriteFacingMode

The sprite billboard origin is always “looking at” the camera origin, trying to keep its up axis aligned to the camera’s up axis.

Type:

0

FACE_CAMERA_DISTANCE_BLEND: NiagaraSpriteFacingMode

Blends between FaceCamera and FaceCameraPosition.

Type:

4

FACE_CAMERA_PLANE: NiagaraSpriteFacingMode

The sprite billboard plane is completely parallel to the camera plane. Particle always looks “flat”

Type:

1

FACE_CAMERA_POSITION: NiagaraSpriteFacingMode

Faces the camera position, but is not dependent on the camera rotation. This method produces more stable particles under camera rotation. Uses the up axis of (0,0,1).

Type:

3