- class unreal.ParticleModuleLight_Seeded(outer=None, name='None')¶
Particle Module Light Seeded
Editor Properties: (see get_editor_property/set_editor_property)
affects_translucency(bool): [Read-Write] Whether lights from this module should affect translucency. Use with caution. Modules enabling this should only make a few particle lights at most, and the smaller they are, the less they will cost.
b3d_draw_mode(bool): [Read-Write] If true, the module should render its 3D visualization helper
brightness_over_life(RawDistributionFloat): [Read-Write] Brightness scale for the light, which can be setup as a curve over the particle’s lifetime.
color_scale_over_life(RawDistributionVector): [Read-Write] Scale that is applied to the particle’s color to calculate the light’s color, and can be setup as a curve over the particle’s lifetime.
high_quality_lights(bool): [Read-Write] Converts the particle lights into high quality lights as if they came from a PointLightComponent. High quality lights cost significantly more on both CPU and GPU.
light_exponent(RawDistributionFloat): [Read-Write] Provides the light’s exponent when inverse squared falloff is disabled.
lighting_channels(LightingChannels): [Read-Write] Channels that this light should affect. Only affect high quality lights These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.
module_editor_color(Color): [Read-Write] The color to draw the modules curves in the curve editor.
If bCurvesAsColor is true, it overrides this value.
preview_light_radius(bool): [Read-Write] Will draw wireframe spheres to preview the light radius if enabled. Note: this is intended for previewing and the value will not be saved, it will always revert to disabled.
radius_scale(RawDistributionFloat): [Read-Write] Scales the particle’s radius, to calculate the light’s radius.
random_seed_info(ParticleRandomSeedInfo): [Read-Write] The random seed(s) to use for looking up values in StartLocation
shadow_casting_lights(bool): [Read-Write] Whether to cast shadows from the particle lights. Requires High Quality Lights to be enabled. Warning: This can be incredibly expensive on the GPU - use with caution.
spawn_fraction(float): [Read-Write] Fraction of particles in this emitter to create lights on.
use_inverse_squared_falloff(bool): [Read-Write] Whether to use physically based inverse squared falloff from the light. If unchecked, the LightExponent distribution will be used instead.
volumetric_scattering_intensity(float): [Read-Write] Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.