unreal.NiagaraSystem

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

Bases: FXSystemAsset

Container for multiple emitters that combine together to create a particle system effect.

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraSystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_culling_for_local_players_override (bool): [Read-Write] Allow Culling for Local Players Override: The override value for bAllowCullingForLocalPlayers from the Effect Type.

  • auto_deactivate (bool): [Read-Write] Auto Deactivate: Auto-deactivate system if all emitters are determined to not spawn particles again, regardless of lifetime.

  • bake_out_rapid_iteration (bool): [Read-Write] Bake Out Rapid Iteration: When enable constant values are baked into the scripts while editing the system, this will increase iteration times but improve performance.

  • bake_out_rapid_iteration_on_cook (bool): [Read-Write] Bake Out Rapid Iteration on Cook: When enabled constant values are baked into scripts to improve performance.

  • cast_shadow (bool): [Read-Write] Cast Shadow: When enabled this is the default value set on the component. Controls whether the primitive component should cast a shadow or not.

  • category (Text): [Read-Write] Category: Category of this system.

  • compress_attributes (bool): [Read-Write] Compress Attributes: Toggles whether or not emitters within this system will try and compress their particle attributes.

    In some cases, this precision change can lead to perceivable differences, but memory costs and or performance (especially true for GPU emitters) can improve.

  • custom_depth_stencil_value (int32): [Read-Write] Custom Depth Stencil Value: When enabled this is the default value set on the component. Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

  • custom_depth_stencil_write_mask (RendererStencilMask): [Read-Write] Custom Depth Stencil Write Mask: When enabled this is the default value set on the component. Mask used for stencil buffer writes.

  • determinism (bool): [Read-Write] Determinism: When disabled we will generate a RandomSeed per instance on reset which is not deterministic. When enabled we will always use the RandomSeed from the system plus the components RandomSeedOffset, this allows for determinism but variance between components.

  • disable_debug_switches (bool): [Read-Write] Disable Debug Switches: When enable debug switches are disabled while editing the system.

  • disable_debug_switches_on_cook (bool): [Read-Write] Disable Debug Switches on Cook: When enabled debug switches are disabled when compiling the system.

  • disable_experimental_vm (bool): [Read-Write] Disable Experimental VM: If true, disables experimental VM, if available

  • dump_debug_emitter_info (bool): [Read-Write] Dump Debug Emitter Info

  • dump_debug_system_info (bool): [Read-Write] Dump Debug System Info

  • effect_type (NiagaraEffectType): [Read-Write] Effect Type

  • fixed_bounds (bool): [Read-Write] Fixed Bounds: Whether or not fixed bounds are enabled.

  • fixed_bounds (Box): [Read-Write] Fixed Bounds: The fixed bounding box value. bFixedBounds is the condition whether the fixed bounds can be edited.

  • fixed_tick_delta (bool): [Read-Write] Fixed Tick Delta

  • fixed_tick_delta_time (float): [Read-Write] Fixed Tick Delta Time: If activated, the system ticks with a fixed delta time instead of the varying game thread delta time. This leads to much more stable simulations. When the fixed tick delta is smaller than the game thread tick time the simulation is substepping by executing multiple ticks per frame. Note that activating this feature forces the system to tick on the game thread instead of an async task in parallel.

    The max number of substeps per frame can be set via fx.Niagara.SystemSimulation.MaxTickSubsteps

  • ignore_particle_reads_for_attribute_trim (bool): [Read-Write] Ignore Particle Reads for Attribute Trim: If true ParticleReads will not absolutely prevent attribute trimming - User must ensure that the appropriate attributes are preserved on the source emitter!

  • library_visibility (NiagaraScriptLibraryVisibility): [Read-Write] Library Visibility: If this system is exposed to the library, or should be explicitly hidden.

  • max_pool_size (uint32): [Read-Write] Max Pool Size: Max number of components of this system to keep resident in the world component pool.

  • override_allow_culling_for_local_players (bool): [Read-Write] Override Allow Culling for Local Players: Controls whether we should override the Effect Type value for bAllowCullingForLocalPlayers.

  • override_cast_shadow (bool): [Read-Write] Override Cast Shadow: Various optional overrides for component properties when spawning a system

  • override_custom_depth_stencil_value (bool): [Read-Write] Override Custom Depth Stencil Value

  • override_custom_depth_stencil_write_mask (bool): [Read-Write] Override Custom Depth Stencil Write Mask

  • override_receives_decals (bool): [Read-Write] Override Receives Decals

  • override_render_custom_depth (bool): [Read-Write] Override Render Custom Depth

  • override_scalability_settings (bool): [Read-Write] Override Scalability Settings

  • override_translucency_sort_distance_offset (bool): [Read-Write] Override Translucency Sort Distance Offset

  • override_translucency_sort_priority (bool): [Read-Write] Override Translucency Sort Priority

  • parameter_collection_overrides (Array[NiagaraParameterCollectionInstance]): [Read-Write] Parameter Collection Overrides

  • pool_prime_size (uint32): [Read-Write] Pool Prime Size: How many instances we should use to initially prime the pool. This can amortize runtime activation cost by moving it to load time. Use with care as this could cause large hitches for systems loaded/unloaded during play rather than at level load.

  • random_seed (int32): [Read-Write] Random Seed: Seed used for system script random number generator.

  • receives_decals (bool): [Read-Write] Receives Decals: When enabled this is the default value set on the component. Whether the primitive receives decals.

  • render_custom_depth (bool): [Read-Write] Render Custom Depth: When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled.

  • require_current_frame_data (bool): [Read-Write] Require Current Frame Data: When enabled, we follow the settings on the UNiagaraComponent for tick order. When this option is disabled, we ignore any dependencies from data interfaces or other variables and instead fire off the simulation as early in the frame as possible. This greatly

    reduces overhead and allows the game thread to run faster, but comes at a tradeoff if the dependencies might leave gaps or other visual artifacts.

  • support_large_world_coordinates (bool): [Read-Write] Support Large World Coordinates: If true then position type values will be rebased on system activation to fit into a float precision vector. This needs to be turned off when using a custom data interface or renderer that does not support the rebasing.

  • system_scalability_overrides (NiagaraSystemScalabilityOverrides): [Read-Write] System Scalability Overrides

  • template_asset_description (Text): [Read-Write] Template Asset Description

  • template_specification (NiagaraScriptTemplateSpecification): [Read-Write] Template Specification: If this system is a regular system, a template or a behavior example.

  • translucency_sort_distance_offset (float): [Read-Write] Translucency Sort Distance Offset: When enabled this is the default value set on the component. Modifies the sort distance for translucent objects, see PrimitiveComponent description for more details.

  • translucency_sort_priority (int32): [Read-Write] Translucency Sort Priority: When enabled this is the default value set on the component. Adjusts the translucent object sorting priority, see PrimitiveComponent description for more details.

  • trim_attributes (bool): [Read-Write] Trim Attributes: When enabled we trim particle attributes while editing the system.

  • trim_attributes_on_cook (bool): [Read-Write] Trim Attributes on Cook: If true Particle attributes will be removed from the DataSet if they are unnecessary (are never read by ParameterMap)

  • warmup_tick_count (int32): [Read-Write] Warmup Tick Count: Number of ticks to process for warmup. You can set by this or by time via WarmupTime.

  • warmup_tick_delta (float): [Read-Write] Warmup Tick Delta: Delta time to use for warmup ticks.

  • warmup_time (float): [Read-Write] Warmup Time: Warm up time in seconds. Used to calculate WarmupTickCount. Rounds down to the nearest multiple of WarmupTickDelta.

property cast_shadow: bool

[Read-Only] Cast Shadow: When enabled this is the default value set on the component. Controls whether the primitive component should cast a shadow or not.

Type:

(bool)

property custom_depth_stencil_value: int

[Read-Only] Custom Depth Stencil Value: When enabled this is the default value set on the component. Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

Type:

(int32)

property custom_depth_stencil_write_mask: RendererStencilMask

[Read-Only] Custom Depth Stencil Write Mask: When enabled this is the default value set on the component. Mask used for stencil buffer writes.

Type:

(RendererStencilMask)

property receives_decals: bool

[Read-Only] Receives Decals: When enabled this is the default value set on the component. Whether the primitive receives decals.

Type:

(bool)

property render_custom_depth: bool

[Read-Only] Render Custom Depth: When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled.

Type:

(bool)

property translucency_sort_distance_offset: float

[Read-Only] Translucency Sort Distance Offset: When enabled this is the default value set on the component. Modifies the sort distance for translucent objects, see PrimitiveComponent description for more details.

Type:

(float)

property translucency_sort_priority: int

[Read-Only] Translucency Sort Priority: When enabled this is the default value set on the component. Adjusts the translucent object sorting priority, see PrimitiveComponent description for more details.

Type:

(int32)