unreal.NiagaraEventScriptProperties

class unreal.NiagaraEventScriptProperties

Bases: NiagaraEmitterScriptProperties

Niagara Event Script Properties

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraEmitter.h

Editor Properties: (see get_editor_property/set_editor_property)

  • execution_mode (ScriptExecutionMode): [Read-Write] Execution Mode: Controls which particles have the event script run on them.

  • max_events_per_frame (uint32): [Read-Write] Max Events Per Frame: Controls how many events are consumed by this event handler. If there are more events generated than this value, they will be ignored.

  • min_spawn_number (uint32): [Read-Write] Min Spawn Number: The minimum spawn number when random spawn is used. Spawn Number is used as the maximum range.

  • random_spawn_number (bool): [Read-Write] Random Spawn Number: Whether using a random spawn number.

  • source_emitter_id (Guid): [Read-Write] Source Emitter ID: Id of the Emitter Handle that generated the event. If all zeroes, the event generator is assumed to be this emitter.

  • source_event_name (Name): [Read-Write] Source Event Name: The name of the event generated. This will be “Collision” for collision events and the Event Name field on the DataSetWrite node in the module graph for others.

  • spawn_number (uint32): [Read-Write] Spawn Number: Controls whether or not particles are spawned as a result of handling the event. Only valid for EScriptExecutionMode::SpawnedParticles. If Random Spawn Number is used, this will act as the maximum spawn range.

  • update_attribute_initial_values (bool): [Read-Write] Update Attribute Initial Values: Should Event Spawn Scripts modify the Initial values for particle attributes they modify.