An example would be not being able to bind a value to the lighting channels of a Point Light component because they use a custom FLightingChannels struct. In cases where a component does not expose properties, or the one you want to bind to is inside a nested struct, you can create a custom subclass of the component and add the property yourself. Since each component has its own tick each frame in addition to the Niagara system, spawning a lot of effects with Component Renderers can impact performance. When using components in your Niagara systems, it's best to keep the component count as low as possible (unless you are working in an environment where performance is less of a concern, such as a cutscene rendered with Sequencer). Structs, objects, and enum properties can be set dynamically. An example of this is the Landscape Component, which needs a LandscapeProxy Actor as its parent.Ĭurrently, only basic Niagara data types can be bound (float, bool, vector, and so on). They can be either a C++ class or a Blueprint. This means they will not work with the Component Render, but instead may be a subclass of SceneComponent. Some component types require a special class as their parent. To inject particle data into the components, use the dropdown menu to the right of a property and select the particle attribute to bind to this property (see the example below). The properties can be edited directly from this list, and all components spawned by the renderer will be constructed based on these properties. The Component Type sets which component is used (for example, a Point Light) for the particle simulation and displays properties and settings relevant to it under the Component Properties category within the Details panel. The Component Renderer provides a way for you to spawn any type of component, and update its properties with data from the particle simulation. Please keep in mind that we do not guarantee backward compatibility for assets created at the experimental stage, the APIs for these features are subject to change, and we may remove entire Experimental features or specific functionality at our discretion. We do not recommend shipping projects with Experimental features. Features are sometimes made available in an Experimental state so you can try them out, provide feedback, and see what we are planning.
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