unreal.NiagaraSystemScalabilityOverride
¶
- class unreal.NiagaraSystemScalabilityOverride¶
Bases:
unreal.NiagaraSystemScalabilitySettings
Niagara System Scalability Override
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraEffectType.h
Editor Properties: (see get_editor_property/set_editor_property)
cull_by_distance
(bool): [Read-Write] Controls whether distance culling is enabled.cull_by_global_budget
(bool): [Read-Write] Controls whether global budget based culling is enabled.cull_by_max_time_without_render
(bool): [Read-Write] Controls whether visibility culling is enabled.cull_max_instance_count
(bool): [Read-Write] Controls whether we should cull systems based on how many instances with the same Effect Type are active.cull_per_system_max_instance_count
(bool): [Read-Write] Controls whether we should cull systems based on how many instances of the system are active.max_distance
(float): [Read-Write] Effects of this type are culled beyond this distance.max_global_budget_usage
(float): [Read-Write] Effects will be culled if the global budget usage exceeds this fraction. A global budget usage of 1.0 means current global FX workload has reached it’s max budget. Budgets are set by CVars under FX.Budget…max_instances
(int32): [Read-Write] Effects of this type will be culled when total active instances using this same EffectType exceeds this number. If the effect type has a significance handler, instances are sorted by their significance and only the N most significant will be kept. The rest are culled. If it does not have a significance handler, instance count culling will be applied at spawn time only. New FX that would exceed the counts are not spawned/activated.max_system_instances
(int32): [Read-Write] Effects of this type will be culled when total active instances of the same NiagaraSystem exceeds this number. If the effect type has a significance handler, instances are sorted by their significance and only the N most significant will be kept. The rest are culled. If it does not have a significance handler, instance count culling will be applied at spawn time only. New FX that would exceed the counts are not spawned/activated.max_time_without_render
(float): [Read-Write] Effects will be culled if they go more than this length of time without being rendered.override_distance_settings
(bool): [Read-Write] Controls whether we override the distance culling settings.override_global_budget_culling_settings
(bool): [Read-Write] Controls whether we override the global budget culling settings.override_instance_count_settings
(bool): [Read-Write] Controls whether we override the instance count culling settings.override_per_system_instance_count_settings
(bool): [Read-Write] Controls whether we override the per system instance count culling settings.override_time_since_renderer_settings
(bool): [Read-Write] Controls whether we override the visibility culling settings.platforms
(NiagaraPlatformSet): [Read-Write] The platforms on which these settings are active (unless overridden).