unreal.ParticleModuleTypeDataRibbon

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

Bases: unreal.ParticleModuleTypeDataBase

Particle Module Type Data Ribbon

C++ Source:

  • Module: Engine

  • File: ParticleModuleTypeDataRibbon.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

  • clip_source_segement (bool): [Read-Write] Clip Source Segement: If true, do not join the trail to the source position

  • dead_trails_on_deactivate (bool): [Read-Write] Dead Trails on Deactivate: 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] Dead Trails on Source Loss: 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] Distance Tessellation Step Size: The distance step size for tessellation. # Tessellation Points = TruncToInt((Distance Between Spawned Particles) / DistanceTessellationStepSize))

  • enable_previous_tangent_recalculation (bool): [Read-Write] Enable Previous Tangent Recalculation: If true, recalculate the previous tangent when a new particle is spawned

  • enable_tangent_diff_interp_scale (bool): [Read-Write] Enable Tangent Diff Interp Scale: 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 Particle in Trail Count: Max particles per trail

  • max_trail_count (int32): [Read-Write] Max Trail Count: The number of live trails

  • 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.

  • render_axis (TrailsRenderAxisOption): [Read-Write] Render Axis: 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] Render Geometry: If true, render the trail geometry (this should typically be on)

  • render_spawn_points (bool): [Read-Write] Render Spawn Points: If true, render stars at each spawned particle point along the trail

  • render_tangents (bool): [Read-Write] Render Tangents: If true, render a line showing the tangent at each spawned particle point along the trail

  • render_tessellation (bool): [Read-Write] Render Tessellation: If true, render the tessellated path between spawned particles

  • sheets_per_trail (int32): [Read-Write] Sheets Per Trail: The number of sheets to render for the trail.

  • spawn_initial_particle (bool): [Read-Write] Spawn Initial Particle: If true, ribbon will spawn a particle when it first starts moving

  • tangent_recalculation_every_frame (bool): [Read-Write] Tangent Recalculation Every Frame: If true, recalculate tangents every frame to allow velocity/acceleration to be applied

  • tangent_spawning_scalar (float): [Read-Write] Tangent Spawning Scalar: 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] Tangent Tessellation Scalar: 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] Tiling Distance: 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

Returns

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):

Return type

tuple