class unreal.NiagaraLightRendererProperties(outer=None, name='None')

Bases: unreal.NiagaraRendererProperties

Niagara Light Renderer Properties

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraLightRendererProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

  • affects_translucency (bool): [Read-Write] Affects Translucency: Whether lights from this renderer should affect translucency. Use with caution - if enabled, create only a few particle lights at most, and the smaller they are, the less they will cost.

  • allow_in_cull_proxies (bool): [Read-Write] Allow in Cull Proxies

  • alpha_scales_brightness (bool): [Read-Write] Alpha Scales Brightness: When checked, will treat the alpha value of the particle’s color as a multiplier of the light’s brightness.

  • color_add (Vector): [Read-Write] Color Add: A static color shift applied to each rendered light

  • color_binding (NiagaraVariableAttributeBinding): [Read-Write] Color Binding: Which attribute should we use for light color when generating lights?

  • default_exponent (float): [Read-Write] Default Exponent: The exponent to use for all lights if no exponent binding was found

  • light_exponent_binding (NiagaraVariableAttributeBinding): [Read-Write] Light Exponent Binding: Which attribute should we use for the light’s exponent when inverse squared falloff is disabled?

  • light_rendering_enabled_binding (NiagaraVariableAttributeBinding): [Read-Write] Light Rendering Enabled Binding: Which attribute should we use to check if light rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.

  • motion_vector_setting (NiagaraRendererMotionVectorSetting): [Read-Write] Motion Vector Setting: Hint about how to generate motion (velocity) vectors for this renderer.

  • platforms (NiagaraPlatformSet): [Read-Write] Platforms: Platforms on which this renderer is enabled.

  • position_binding (NiagaraVariableAttributeBinding): [Read-Write] Position Binding: Which attribute should we use for position when generating lights?

  • radius_binding (NiagaraVariableAttributeBinding): [Read-Write] Radius Binding: Which attribute should we use for light radius when generating lights?

  • radius_scale (float): [Read-Write] Radius Scale: A factor used to scale each particle light radius

  • renderer_enabled_binding (NiagaraVariableAttributeBinding): [Read-Write] Renderer Enabled Binding: Optional bool binding to dynamically enable / disable the renderer.

  • renderer_visibility (int32): [Read-Write] Renderer Visibility: If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

  • renderer_visibility_tag_binding (NiagaraVariableAttributeBinding): [Read-Write] Renderer Visibility Tag Binding: Which attribute should we use for the renderer visibility tag?

  • sort_order_hint (int32): [Read-Write] Sort Order Hint: By default, emitters are drawn in the order that they are added to the system. This value will allow you to control the order in a more fine-grained manner.

    Materials of the same type (i.e. Transparent) will draw in order from lowest to highest within the system. The default value is 0.

  • use_inverse_squared_falloff (bool): [Read-Write] Use Inverse Squared Falloff: Whether to use physically based inverse squared falloff from the light. If unchecked, the value from the LightExponent binding will be used instead.

  • volumetric_scattering_binding (NiagaraVariableAttributeBinding): [Read-Write] Volumetric Scattering Binding: Which attribute should we use for the intensity of the volumetric scattering from this light? This scales the light’s intensity and color.