unreal.NiagaraMeshRendererProperties

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

Bases: unreal.NiagaraRendererProperties

Niagara Mesh Renderer Properties

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraMeshRendererProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

  • camera_offset_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for camera offset when rendering meshes?

  • color_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for color when generating instanced meshes?

  • custom_sorting_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use custom sorting of particles in this emitter.

  • dynamic_material1_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating instanced meshes?

  • dynamic_material2_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating instanced meshes?

  • dynamic_material3_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating instanced meshes?

  • dynamic_material_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating instanced meshes?

  • enable_camera_distance_culling (bool): [Read-Write] Enables frustum culling of individual mesh particles

  • enable_frustum_culling (bool): [Read-Write] Enables frustum culling of individual mesh particles

  • facing_mode (NiagaraMeshFacingMode): [Read-Write] Determines how the mesh orients itself relative to the camera.

  • locked_axis (Vector): [Read-Write] Arbitrary axis by which to lock facing rotations

  • locked_axis_enable (bool): [Read-Write] If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation

  • locked_axis_space (NiagaraMeshLockedAxisSpace): [Read-Write] Specifies what space the locked axis is in

  • material_random_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for material randoms when generating instanced meshes?

  • max_camera_distance (float): [Read-Write] Max Camera Distance

  • mesh_orientation_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for orienting meshes when generating instanced meshes?

  • min_camera_distance (float): [Read-Write] Min Camera Distance

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

  • normalized_age_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for Normalized Age?

  • override_materials (Array(NiagaraMeshMaterialOverride)): [Read-Write] The materials to be used instead of the StaticMesh’s materials. Note that each material must have the Niagara Mesh Particles flag checked. If the ParticleMesh

    requires more materials than exist in this array or any entry in this array is set to None, we will use the ParticleMesh’s existing Material instead.

  • override_materials (bool): [Read-Write] Whether or not to use the OverrideMaterials array instead of the mesh’s existing materials.

  • particle_mesh (StaticMesh): [Read-Write] The static mesh to be instanced when rendering mesh particles. If OverrideMaterial is not specified, the mesh’s material is used. Note that the material must have the Niagara Mesh Particles flag checked.

  • pivot_offset (Vector): [Read-Write] Offset of the mesh pivot

  • pivot_offset_space (NiagaraMeshPivotOffsetSpace): [Read-Write] What space is the pivot offset in?

  • 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 instanced meshes?

  • renderer_visibility (uint32): [Read-Write] If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

  • renderer_visibility_tag_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for the renderer visibility tag?

  • scale_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for scale when generating instanced meshes?

  • sort_mode (NiagaraSortMode): [Read-Write] Determines how we sort the particles prior to rendering.

  • sort_only_when_translucent (bool): [Read-Write] If true, the particles are only sorted when using a translucent material.

  • 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.

  • sub_image_blend (bool): [Read-Write] If true, blends the sub-image UV lookup with its next adjacent member using the fractional part of the SubImageIndex float value as the linear interpolation factor.

  • sub_image_index_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for sprite sub-image indexing when generating sprites?

  • sub_image_size (Vector2D): [Read-Write] When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y.

  • velocity_binding (NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for velocity when generating instanced meshes?