unreal.NiagaraSystemVisibilityCullingSettings

class unreal.NiagaraSystemVisibilityCullingSettings

Bases: StructBase

Scalability settings for Niagara Systems for a particular platform set (unless overridden).

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraEffectType.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_pre_culling_by_view_frustum (bool): [Read-Write] Allow Pre Culling by View Frustum: If true and bCullByViewFrustum is enabled, we allow view frustum checks in pre-culling. Meaning we can cull off screen systems before they even spawn.

  • cull_by_view_frustum (bool): [Read-Write] Cull by View Frustum: Controls whether view frustum culling is enabled. Niagara can do it’s own separate view frustum culling to give coarse visibility culling that does not depend directly on rendering like CullWhenNotRendered. This requires fixed bounds to be used in pre-culling.

  • cull_when_not_rendered (bool): [Read-Write] Cull when Not Rendered: Controls whether we cull when not rendered. This includes all reasons for being not rendered such as view frustum, occlusion and hidden flags etc. As this requires feedback form the rendering system, it cannot be used for pre-culling.

  • max_time_outside_view_frustum (float): [Read-Write] Max Time Outside View Frustum: Effects will be culled if they go longer than this time outside the view frustum.

  • max_time_without_render (float): [Read-Write] Max Time Without Render: Effects will be culled if they go longer than this time without being rendered.