unreal.ParticleModuleOrbit

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

Bases: unreal.ParticleModuleOrbitBase

Particle Module Orbit

C++ Source:

  • Module: Engine

  • File: ParticleModuleOrbit.h

Editor Properties: (see get_editor_property/set_editor_property)

  • b3d_draw_mode (bool): [Read-Write] B 3DDraw Mode: If true, the module should render its 3D visualization helper

  • chain_mode (OrbitChainMode): [Read-Write] Chain Mode: Orbit modules will chain together in the order they appear in the module stack. The combination of a module with the one prior to it is defined by using one of the following enumerations:

    EOChainMode_Add Add the values to the previous results EOChainMode_Scale Multiply the values by the previous results EOChainMode_Link ‘Break’ the chain and apply the values from the previous results

  • module_editor_color (Color): [Read-Write] Module Editor Color: The color to draw the modules curves in the curve editor.

    If bCurvesAsColor is true, it overrides this value.

  • offset_amount (RawDistributionVector): [Read-Write] Offset Amount: The amount to offset the sprite from the particle position.

  • offset_options (OrbitOptions): [Read-Write] Offset Options: The options associated with the OffsetAmount look-up.

  • rotation_amount (RawDistributionVector): [Read-Write] Rotation Amount: The amount (in ‘turns’) to rotate the offset about the particle position.

    0.0 = no rotation 0.5 = 180 degree rotation 1.0 = 360 degree rotation

  • rotation_options (OrbitOptions): [Read-Write] Rotation Options: The options associated with the RotationAmount look-up.

  • rotation_rate_amount (RawDistributionVector): [Read-Write] Rotation Rate Amount: The rate (in ‘turns’) at which to rotate the offset about the particle positon.

    0.0 = no rotation 0.5 = 180 degree rotation 1.0 = 360 degree rotation

  • rotation_rate_options (OrbitOptions): [Read-Write] Rotation Rate Options: The options associated with the RotationRateAmount look-up.

  • use_emitter_time (bool): [Read-Write] Use Emitter Time: If true, distribution values will be retrieved using the EmitterTime. If false (default), they will be retrieved using the Particle.RelativeTime.