- class unreal.ParticleModuleTypeDataRibbon(outer=None, name='None')¶
Particle Module Type Data Ribbon
Editor Properties: (see get_editor_property/set_editor_property)
b3d_draw_mode(bool): [Read-Write] If true, the module should render its 3D visualization helper
clip_source_segement(bool): [Read-Write] If true, do not join the trail to the source position
dead_trails_on_deactivate(bool): [Read-Write] If true, when the system is deactivated, mark trails as dead. This means they will still render, but will not have more particles added to them, even if the system re-activates…
dead_trails_on_source_loss(bool): [Read-Write] If true, when the source of a trail is ‘lost’ (ie, the source particle dies), mark the current trail as dead.
distance_tessellation_step_size(float): [Read-Write] The distance step size for tessellation. # Tessellation Points = TruncToInt((Distance Between Spawned Particles) / DistanceTessellationStepSize))
enable_previous_tangent_recalculation(bool): [Read-Write] If true, recalculate the previous tangent when a new particle is spawned
enable_tangent_diff_interp_scale(bool): [Read-Write] If this flag is enabled, the system will scale the number of interpolated vertices based on the difference in the tangents of neighboring particles. Each pair of neighboring particles will compute the following CheckTangent value:
CheckTangent = ((ParticleA Tangent DOT ParticleB Tangent) - 1.0f) * 0.5f
If CheckTangent is LESS THAN 0.5, then the DistanceTessellationStepSize will be scaled based on the result. This will map so that from parallel to orthogonal (0..90 degrees) will scale from [0..1]. Anything greater than 90 degrees will clamp at a scale of 1.
max_particle_in_trail_count(int32): [Read-Write] Max particles per trail
max_trail_count(int32): [Read-Write] The number of live trails
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.
render_axis(TrailsRenderAxisOption): [Read-Write] The ‘render’ axis for the trail (what axis the trail is stretched out on)
Trails_CameraUp - Traditional camera-facing trail. Trails_SourceUp - Use the up axis of the source for each spawned particle. Trails_WorldUp - Use the world up axis.
render_geometry(bool): [Read-Write] If true, render the trail geometry (this should typically be on)
render_spawn_points(bool): [Read-Write] If true, render stars at each spawned particle point along the trail
render_tangents(bool): [Read-Write] If true, render a line showing the tangent at each spawned particle point along the trail
render_tessellation(bool): [Read-Write] If true, render the tessellated path between spawned particles
sheets_per_trail(int32): [Read-Write] The number of sheets to render for the trail.
spawn_initial_particle(bool): [Read-Write] If true, ribbon will spawn a particle when it first starts moving
tangent_recalculation_every_frame(bool): [Read-Write] If true, recalculate tangents every frame to allow velocity/acceleration to be applied
tangent_spawning_scalar(float): [Read-Write] The tangent scalar for spawning. Angles between tangent A and B are mapped to [0.0f .. 1.0f] This is then multiplied by TangentTessellationScalar to give the number of particles to spawn
tangent_tessellation_scalar(float): [Read-Write] The tangent scalar for tessellation. Angles between tangent A and B are mapped to [0.0f .. 1.0f] This is then multiplied by TangentTessellationScalar to give the number of points to tessellate
tiling_distance(float): [Read-Write] The (estimated) covered distance to tile the 2nd UV set at. If 0.0, a second UV set will not be passed in.
- get_particle_module_type_data_ribbon_props() -> (out_max_tessellation_between_particles=int32, out_sheets_per_trail=int32, out_max_trail_count=int32, out_max_particle_in_trail_count=int32, out_dead_trails_on_deactivate=bool, out_clip_source_segment=bool, out_enable_previous_tangent_recalculation=bool, out_tangent_recalculation_every_frame=bool, out_spawn_initial_particle=bool, out_render_axis=TrailsRenderAxisOption, out_tangent_spawning_scalar=float, out_render_geometry=bool, out_render_spawn_points=bool, out_render_tangents=bool, out_render_tessellation=bool, out_tiling_distance=float, out_distance_tessellation_step_size=float, out_enable_tangent_diff_interp_scale=bool, out_tangent_tessellation_scalar=float)¶
Get Particle Module Type Data Ribbon Props
- Return type