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 the U component 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 transition into life at the leading edge of the ribbon.

  • offset (Vector2D): [Read-Write] Specifies an additional offset which is applied to the UV range

  • scale (Vector2D): [Read-Write] Specifies an additional scaler which is 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 one of the tiled distribution modes.

  • trailing_edge_mode (NiagaraRibbonUVEdgeMode): [Read-Write] Specifies how UVs transition out of life at the trailing edge of the ribbon.