unreal.NiagaraRibbonUVSettings
¶
-
class
unreal.
NiagaraRibbonUVSettings
¶ Bases:
unreal.StructBase
Defines settings for UV behavior for a UV channel on ribbons.
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraRibbonRendererProperties.h
Editor Properties: (see get_editor_property/set_editor_property)
distribution_mode
(NiagaraRibbonUVDistributionMode): [Read-Write] Specifies how ribbon UVs are distributed along the length of a ribbon.enable_per_particle_u_override
(bool): [Read-Write] Enables overriding overriding the U componenet with values read from the particles. When enabled edge behavior and distribution are ignored.enable_per_particle_v_range_override
(bool): [Read-Write] Enables overriding the range of the V component with values read from the particles.leading_edge_mode
(NiagaraRibbonUVEdgeMode): [Read-Write] Specifies how UVs behave at the leading edge of the ribbon where particles are being added.offset
(Vector2D): [Read-Write] Specifies and additional offsets which are applied to the UV rangescale
(Vector2D): [Read-Write] Specifies and additional scalers which are applied to the UV range.tiling_length
(float): [Read-Write] Specifies the length in world units to use when tiling UVs across the ribbon when using the tiled distribution mode.trailing_edge_mode
(NiagaraRibbonUVEdgeMode): [Read-Write] Specifies how UVs behave at the trailing edge of the ribbon where particles are being removed.