- class unreal.ParticleEmitter(outer=None, name='None')¶
Editor Properties: (see get_editor_property/set_editor_property)
collapsed(bool): [Read-Write] This value indicates the emitter should be drawn ‘collapsed’ in Cascade
detail_mode_bitmask(uint32): [Read-Write] Detail mode: Set flags reflecting which system detail mode you want the emitter to be ticked and rendered in
detail_mode_display(str): [Read-Only] Detail Mode Display
disable_when_insignficant(bool): [Read-Write] When true, emitters deemed insignificant will have their tick and render disabled Instantly. When false they will simple stop spawning new particles.
disabled_lo_ds_keep_emitter_alive(bool): [Read-Write] When true, if the current LOD is disabled the emitter will be kept alive. Otherwise, the emitter will be considered complete if the current LOD is disabled.
emitter_editor_color(Color): [Read-Write] The color of the emitter in the curve editor and debug rendering modes.
emitter_name(Name): [Read-Write] The name of the emitter.
emitter_render_mode(EmitterRenderMode): [Read-Write] How to render the emitter particles. Can be one of the following:
ERM_Normal - As the intended sprite/mesh ERM_Point - As a 2x2 pixel block with no scaling and the color set in EmitterEditorColor ERM_Cross - As a cross of lines, scaled to the size of the particle in EmitterEditorColor ERM_None - Do not render
initial_allocation_count(int32): [Read-Write] Initial allocation count - overrides calculated peak count if > 0
quality_level_spawn_rate_scale(float): [Read-Write] Quality Level Spawn Rate Scale
significance_level(ParticleSignificanceLevel): [Read-Write] The significance level required of this emitter’s owner for this emitter to be active.
use_legacy_spawning_behavior(bool): [Read-Write] If true, maintains some legacy spawning behavior.
- get_cascade_emitter_lod_level(idx) → ParticleLODLevel¶
Get Cascade Emitter Lod Level
idx (int32) –
- Return type