class unreal.NiagaraComponentRendererProperties(outer=None, name='None')

Bases: unreal.NiagaraRendererProperties

Niagara Component Renderer Properties

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraComponentRendererProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

  • assign_components_on_particle_id (bool): [Read-Write] If true then components will not be automatically assigned to the first particle available, but try to stick to the same particle based on its unique id. Disabling this option is faster, but a particle can get a different component each tick, which can lead to problems with for example motion blur.

  • component_count_limit (uint32): [Read-Write] The max number of components that this emitter will spawn or update each frame.

  • component_type (type(Class)): [Read-Write] The scene component class to instantiate

  • enabled_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use to check if component rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.

  • motion_blur_enabled (bool): [Read-Write] Is motion blur enabled on this renderer or not, the material must also have motion blur enabled.

  • only_create_components_on_particle_spawn (bool): [Read-Write] If true then new components can only be created on newly spawned particles. If a particle is not able to create a component on it’s first frame (e.g. because the component limit was reached) then it will be blocked from spawning a component on subsequent frames.

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

  • 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.

  • template_component (SceneComponent): [Read-Write] The object template used to create new components at runtime.

  • visualize_components (bool): [Read-Write] If true then the editor visualization is enabled for the component; has no effect in-game.