unreal.NiagaraLightRendererProperties

class unreal.NiagaraLightRendererProperties(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: NiagaraRendererProperties

Niagara Light Renderer Properties

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraLightRendererProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

  • affects_translucency (bool): [Read-Write] Affects Translucency: Whether lights from this renderer should affect translucency. Use with caution - if enabled, create only a few particle lights at most, and the smaller they are, the less they will cost.

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

  • alpha_scales_brightness (bool): [Read-Write] Alpha Scales Brightness: When checked, will treat the alpha value of the particle’s color as a multiplier of the light’s brightness.

  • color_add (Vector3f): [Read-Write] Color Add: A static color shift applied to each rendered light

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

  • default_exponent (float): [Read-Write] Default Exponent: The exponent to use for all lights if no exponent binding was found

  • inverse_exposure_blend (float): [Read-Write] Inverse Exposure Blend: Blend Factor used to blend between Intensity and Intensity/Exposure. This is useful for gameplay lights that should have constant brighness on screen independent of current exposure. This feature can cause issues with exposure particularly when used on the primary light on a scene, as such it’s usage should be limited.

  • light_exponent_binding (NiagaraVariableAttributeBinding): [Read-Write] Light Exponent Binding: Which attribute should we use for the light’s exponent when inverse squared falloff is disabled?

  • light_rendering_enabled_binding (NiagaraVariableAttributeBinding): [Read-Write] Light Rendering Enabled Binding: Which attribute should we use to check if light rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.

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

  • override_inverse_exposure_blend (bool): [Read-Write] Override Inverse Exposure Blend: When enabled we will override the project default setting with our local setting.

  • 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 lights?

  • radius_binding (NiagaraVariableAttributeBinding): [Read-Write] Radius Binding: Which attribute should we use for light radius when generating lights?

  • radius_scale (float): [Read-Write] Radius Scale: A factor used to scale each particle light radius

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

  • renderer_visibility (int32): [Read-Write] Renderer Visibility: If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

  • renderer_visibility_tag_binding (NiagaraVariableAttributeBinding): [Read-Write] Renderer Visibility Tag Binding: Which attribute should we use for the renderer visibility tag?

  • 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.

  • use_inverse_squared_falloff (bool): [Read-Write] Use Inverse Squared Falloff: Whether to use physically based inverse squared falloff from the light. If unchecked, the value from the LightExponent binding will be used instead.

  • volumetric_scattering_binding (NiagaraVariableAttributeBinding): [Read-Write] Volumetric Scattering Binding: Which attribute should we use for the intensity of the volumetric scattering from this light? This scales the light’s intensity and color.

property inverse_exposure_blend: float

[Read-Only] Inverse Exposure Blend: Blend Factor used to blend between Intensity and Intensity/Exposure. This is useful for gameplay lights that should have constant brighness on screen independent of current exposure. This feature can cause issues with exposure particularly when used on the primary light on a scene, as such it’s usage should be limited.

Type:

(float)