unreal.ParticleBurstBlueprint

class unreal.ParticleBurstBlueprint(count=0, count_low=0, time=0.0)

Bases: unreal.StructBase

BlueprintType wrapper around FParticleBurst to allow managing in blueprint/python logic.

C++ Source:

  • Plugin: CascadeToNiagaraConverter

  • Module: CascadeToNiagaraConverter

  • File: NiagaraStackGraphUtilitiesAdapterLibrary.h

Editor Properties: (see get_editor_property/set_editor_property)

  • count (int32): [Read-Write] Count: The number of particles to burst

  • count_low (int32): [Read-Write] Count Low: If >= 0, use as a range [CountLow..Count]

  • time (float): [Read-Write] Time: The time at which to burst them (0..1: emitter lifetime)

property count

[Read-Write] Count: The number of particles to burst

Type

(int32)

property count_low

[Read-Write] Count Low: If >= 0, use as a range [CountLow..Count]

Type

(int32)

property time

[Read-Write] Time: The time at which to burst them (0..1: emitter lifetime)

Type

(float)