UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FGPUSpriteResourceData Struct Reference

#include <ParticleModuleTypeDataGpu.h>

Public Member Functions

 FGPUSpriteResourceData ()
 

Public Attributes

TArray< FColorQuantizedColorSamples
 
TArray< FColorQuantizedMiscSamples
 
TArray< FColorQuantizedSimulationAttrSamples
 
FVector4 ColorScale
 
FVector4 ColorBias
 
FVector4 MiscScale
 
FVector4 MiscBias
 
FVector4 SimulationAttrCurveScale
 
FVector4 SimulationAttrCurveBias
 
FVector4 SubImageSize
 
FVector4 SizeBySpeed
 
FVector ConstantAcceleration
 
FVector OrbitOffsetBase
 
FVector OrbitOffsetRange
 
FVector OrbitFrequencyBase
 
FVector OrbitFrequencyRange
 
FVector OrbitPhaseBase
 
FVector OrbitPhaseRange
 
float GlobalVectorFieldScale
 
float GlobalVectorFieldTightness
 
float PerParticleVectorFieldScale
 
float PerParticleVectorFieldBias
 
float DragCoefficientScale
 
float DragCoefficientBias
 
float ResilienceScale
 
float ResilienceBias
 
float CollisionRadiusScale
 
float CollisionRadiusBias
 
float CollisionTimeBias
 
float CollisionRandomSpread
 
float CollisionRandomDistribution
 
float OneMinusFriction
 
float RotationRateScale
 
float CameraMotionBlurAmount
 
TEnumAsByte< enum EParticleScreenAlignmentScreenAlignment
 
TEnumAsByte< enum EParticleAxisLockLockAxisFlag
 
FVector2D PivotOffset
 
uint32 bUseVelocityForMotionBlur:1
 
uint32 bRemoveHMDRoll:1
 
float MinFacingCameraBlendDistance
 
float MaxFacingCameraBlendDistance
 

Detailed Description

The source data for runtime resources.

Constructor & Destructor Documentation

◆ FGPUSpriteResourceData()

FGPUSpriteResourceData::FGPUSpriteResourceData ( )
inline

Member Data Documentation

◆ bRemoveHMDRoll

uint32 FGPUSpriteResourceData::bRemoveHMDRoll

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

◆ bUseVelocityForMotionBlur

uint32 FGPUSpriteResourceData::bUseVelocityForMotionBlur

If true, use velocity to approximate motion blur

◆ CameraMotionBlurAmount

float FGPUSpriteResourceData::CameraMotionBlurAmount

How much to stretch sprites based on camera motion blur.

◆ CollisionRadiusBias

float FGPUSpriteResourceData::CollisionRadiusBias

Bias to apply to per-particle size for collision.

◆ CollisionRadiusScale

float FGPUSpriteResourceData::CollisionRadiusScale

Scale to apply to per-particle size for collision.

◆ CollisionRandomDistribution

float FGPUSpriteResourceData::CollisionRandomDistribution

Control on reflection's random distribution when colliding. (1=uniform distribution)

◆ CollisionRandomSpread

float FGPUSpriteResourceData::CollisionRandomSpread

Control on reflection's random distribution spread.

◆ CollisionTimeBias

float FGPUSpriteResourceData::CollisionTimeBias

Bias applied to relative time upon collision.

◆ ColorBias

FVector4 FGPUSpriteResourceData::ColorBias

◆ ColorScale

FVector4 FGPUSpriteResourceData::ColorScale

Scale and bias to be applied to the color of sprites.

◆ ConstantAcceleration

FVector FGPUSpriteResourceData::ConstantAcceleration

Constant acceleration to apply to particles.

◆ DragCoefficientBias

float FGPUSpriteResourceData::DragCoefficientBias

Bias to apply to per-particle drag coefficient.

◆ DragCoefficientScale

float FGPUSpriteResourceData::DragCoefficientScale

Scale to apply to per-particle drag coefficient.

◆ GlobalVectorFieldScale

float FGPUSpriteResourceData::GlobalVectorFieldScale

Scale to apply to global vector fields.

◆ GlobalVectorFieldTightness

float FGPUSpriteResourceData::GlobalVectorFieldTightness

Tightness override value for the global vector fields.

◆ LockAxisFlag

TEnumAsByte<enum EParticleAxisLock> FGPUSpriteResourceData::LockAxisFlag

The method for locking the particles to a particular axis.

◆ MaxFacingCameraBlendDistance

float FGPUSpriteResourceData::MaxFacingCameraBlendDistance

The distance at which PSA_FacingCameraDistanceBlend is fully PSA_FacingCameraPosition

◆ MinFacingCameraBlendDistance

float FGPUSpriteResourceData::MinFacingCameraBlendDistance

The distance at which PSA_FacingCameraDistanceBlend is fully PSA_Square

◆ MiscBias

FVector4 FGPUSpriteResourceData::MiscBias

◆ MiscScale

FVector4 FGPUSpriteResourceData::MiscScale

Scale and bias to be applied to the misc curve.

◆ OneMinusFriction

float FGPUSpriteResourceData::OneMinusFriction

One minus the coefficient of friction applied to particles upon collision.

◆ OrbitFrequencyBase

FVector FGPUSpriteResourceData::OrbitFrequencyBase

Frequency at which the particle orbits around each axis.

◆ OrbitFrequencyRange

FVector FGPUSpriteResourceData::OrbitFrequencyRange

◆ OrbitOffsetBase

FVector FGPUSpriteResourceData::OrbitOffsetBase

Offset at which to orbit.

◆ OrbitOffsetRange

FVector FGPUSpriteResourceData::OrbitOffsetRange

◆ OrbitPhaseBase

FVector FGPUSpriteResourceData::OrbitPhaseBase

Phase offset of orbit around each axis.

◆ OrbitPhaseRange

FVector FGPUSpriteResourceData::OrbitPhaseRange

◆ PerParticleVectorFieldBias

float FGPUSpriteResourceData::PerParticleVectorFieldBias

Bias to apply to per-particle vector field scale.

◆ PerParticleVectorFieldScale

float FGPUSpriteResourceData::PerParticleVectorFieldScale

Scale to apply to per-particle vector field scale.

◆ PivotOffset

FVector2D FGPUSpriteResourceData::PivotOffset

Pivot offset in UV space for placing the verts of each particle.

◆ QuantizedColorSamples

TArray<FColor> FGPUSpriteResourceData::QuantizedColorSamples

Quantized color samples.

◆ QuantizedMiscSamples

TArray<FColor> FGPUSpriteResourceData::QuantizedMiscSamples

Quantized samples for misc curve attributes to be evaluated at runtime.

◆ QuantizedSimulationAttrSamples

TArray<FColor> FGPUSpriteResourceData::QuantizedSimulationAttrSamples

Quantized samples for simulation attributes.

◆ ResilienceBias

float FGPUSpriteResourceData::ResilienceBias

Bias to apply to per-particle damping factor.

◆ ResilienceScale

float FGPUSpriteResourceData::ResilienceScale

Scale to apply to per-particle damping factor.

◆ RotationRateScale

float FGPUSpriteResourceData::RotationRateScale

Scale to apply to per-particle rotation rate.

◆ ScreenAlignment

TEnumAsByte<enum EParticleScreenAlignment> FGPUSpriteResourceData::ScreenAlignment

Screen alignment for particles.

◆ SimulationAttrCurveBias

FVector4 FGPUSpriteResourceData::SimulationAttrCurveBias

◆ SimulationAttrCurveScale

FVector4 FGPUSpriteResourceData::SimulationAttrCurveScale

Scale and bias to be applied to the simulation attribute curves.

◆ SizeBySpeed

FVector4 FGPUSpriteResourceData::SizeBySpeed

SizeBySpeed parameters. XY=SpeedScale ZW=MaxSpeedScale.

◆ SubImageSize

FVector4 FGPUSpriteResourceData::SubImageSize

Size of subimages. X:SubImageCountH Y:SubImageCountV Z:1/SubImageCountH W:1/SubImageCountV


The documentation for this struct was generated from the following file: