unreal.NiagaraLightRendererProperties
¶
-
class
unreal.
NiagaraLightRendererProperties
(outer=None, name='None')¶ Bases:
unreal.NiagaraRendererProperties
Niagara Light Renderer Properties
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraLightRendererProperties.h
Editor Properties: (see get_editor_property/set_editor_property)
affects_translucency
(bool): [Read-Write] Whether lights from this renderer should affect translucency. Use with caution - if enabled, create only a few particle lights at most, and the smaller they are, the less they will cost.color_add
(Vector): [Read-Write] A static color shift applied to each rendered lightcolor_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for light color when generating lights?light_exponent_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for the light’s exponent when inverse squared falloff is disabled?light_rendering_enabled_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use to check if light 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.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 lights?radius_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for light radius when generating lights?radius_scale
(float): [Read-Write] A factor used to scale each particle light radiussort_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.
use_inverse_squared_falloff
(bool): [Read-Write] Whether to use physically based inverse squared falloff from the light. If unchecked, the value from the LightExponent binding will be used instead.volumetric_scattering_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for the intensity of the volumetric scattering from this light? This scales the light’s intensity and color.