unreal.NiagaraRibbonRendererProperties

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

Bases: unreal.NiagaraRendererProperties

Niagara Ribbon Renderer Properties

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraRibbonRendererProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

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

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

  • curve_tension (float): [Read-Write] Curve Tension: Defines the curve tension, or how long the curve’s tangents are. Ranges from 0 to 1. The higher the value, the sharper the curve becomes.

  • custom_vertices (Array(NiagaraRibbonShapeCustomVertex)): [Read-Write] Custom Vertices: Vertices for a cross section of the ribbon in custom shape mode.

  • draw_direction (NiagaraRibbonDrawDirection): [Read-Write] Draw Direction: If true, the particles are only sorted when using a translucent material.

  • dynamic_material1_binding (NiagaraVariableAttributeBinding): [Read-Write] Dynamic Material 1Binding: Which attribute should we use for dynamic material parameters when generating ribbons?

  • dynamic_material2_binding (NiagaraVariableAttributeBinding): [Read-Write] Dynamic Material 2Binding: Which attribute should we use for dynamic material parameters when generating ribbons?

  • dynamic_material3_binding (NiagaraVariableAttributeBinding): [Read-Write] Dynamic Material 3Binding: Which attribute should we use for dynamic material parameters when generating ribbons?

  • dynamic_material_binding (NiagaraVariableAttributeBinding): [Read-Write] Dynamic Material Binding: Which attribute should we use for dynamic material parameters when generating ribbons?

  • enable_accurate_geometry (bool): [Read-Write] Enable Accurate Geometry: Disables two-sided forced rendering (Will still respect material settings) MultiPlane will double geometry count to have triangles facing both sides. With this off MultiPlane will switch normal direction to face view. 3D Ribbons will render like normal meshes with backface culling enabled.

  • facing_mode (NiagaraRibbonFacingMode): [Read-Write] Facing Mode

  • material (MaterialInterface): [Read-Write] Material: UNiagaraRendererProperties Interface END

  • material_parameter_bindings (Array(NiagaraMaterialAttributeBinding)): [Read-Write] Material Parameter Bindings: If this array has entries, we will create a MaterialInstanceDynamic per Emitter instance from Material and set the Material parameters using the Niagara simulation variables listed.

  • material_random_binding (NiagaraVariableAttributeBinding): [Read-Write] Material Random Binding: Which attribute should we use for MaterialRandom when generating ribbons?

  • material_user_param_binding (NiagaraUserParameterBinding): [Read-Write] Material User Param Binding: Use the UMaterialInterface bound to this user variable if it is set to a valid value. If this is bound to a valid value and Material is also set, UserParamBinding wins.

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

  • multi_plane_count (int32): [Read-Write] Multi Plane Count: Number of planes in multiplane shape. Evenly distributed from 0-90 or 0-180 degrees off camera facing depending on setting

  • normalized_age_binding (NiagaraVariableAttributeBinding): [Read-Write] Normalized Age Binding: Which attribute should we use for normalized age when generating ribbons?

  • 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 ribbons?

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

  • ribbon_facing_binding (NiagaraVariableAttributeBinding): [Read-Write] Ribbon Facing Binding: Which attribute should we use for ribbon facing when generating ribbons?

  • ribbon_id_binding (NiagaraVariableAttributeBinding): [Read-Write] Ribbon Id Binding: Which attribute should we use for ribbon id when generating ribbons?

  • ribbon_link_order_binding (NiagaraVariableAttributeBinding): [Read-Write] Ribbon Link Order Binding: Which attribute should we use for RibbonLinkOrder when generating ribbons?

  • ribbon_twist_binding (NiagaraVariableAttributeBinding): [Read-Write] Ribbon Twist Binding: Which attribute should we use for ribbon twist when generating ribbons?

  • ribbon_uv_distance (NiagaraVariableAttributeBinding): [Read-Write] Ribbon UVDistance: Which attribute should we use for ribbon distance traveled for use in UV operations when generating ribbons?

  • ribbon_width_binding (NiagaraVariableAttributeBinding): [Read-Write] Ribbon Width Binding: Which attribute should we use for ribbon width when generating ribbons?

  • screen_space_tessellation (bool): [Read-Write] Screen Space Tessellation: If checked, use the ribbon’s screen space percentage to adaptively adjust the tessellation factor.

  • shape (NiagaraRibbonShapeMode): [Read-Write] Shape: Shape of the ribbon, from flat plane, multiplane, 3d tube, and custom shapes.

  • 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.

  • tessellation_angle (float): [Read-Write] Tessellation Angle: Defines the angle in degrees at which tessellation occurs. Ranges from 1 to 180. Smaller values increase amount of tessellation. If set to 0, use the maximum tessellation set above.

  • tessellation_factor (int32): [Read-Write] Tessellation Factor: Custom tessellation factor. Ranges from 1 to 16. Greater values increase amount of tessellation.

  • tessellation_mode (NiagaraRibbonTessellationMode): [Read-Write] Tessellation Mode: Defines the tessellation mode allowing custom tessellation parameters or disabling tessellation entirely.

  • tube_subdivisions (int32): [Read-Write] Tube Subdivisions: Number of vertices/faces in a tube.

  • u0_override_binding (NiagaraVariableAttributeBinding): [Read-Write] U0Override Binding: Which attribute should we use for UV0 U when generating ribbons?

  • u1_override_binding (NiagaraVariableAttributeBinding): [Read-Write] U1Override Binding: Which attribute should we use for UV1 U when generating ribbons?

  • use_constant_factor (bool): [Read-Write] Use Constant Factor: If checked, use the above constant factor. Otherwise, adaptively select the tessellation factor based on the below parameters.

  • uv0_settings (NiagaraRibbonUVSettings): [Read-Write] UV0Settings

  • uv1_settings (NiagaraRibbonUVSettings): [Read-Write] UV1Settings

  • v0_range_override_binding (NiagaraVariableAttributeBinding): [Read-Write] V0Range Override Binding: Which attribute should we use for UV0 V when generating ribbons?

  • v1_range_override_binding (NiagaraVariableAttributeBinding): [Read-Write] V1Range Override Binding: Which attribute should we use for UV1 V when generating ribbons?

  • velocity_binding (NiagaraVariableAttributeBinding): [Read-Write] Velocity Binding: Which attribute should we use for velocity when generating ribbons?

  • width_segmentation_count (int32): [Read-Write] Width Segmentation Count: Tessellation factor to apply to the width of the ribbon. Ranges from 1 to 16. Greater values increase amount of tessellation.