unreal.NiagaraEffectType
¶
- class unreal.NiagaraEffectType(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Contains settings and working data shared among many NiagaraSystems that share some commonality of type. For example ImpactFX vs EnvironmentalFX.
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraEffectType.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_culling_for_local_players
(bool): [Read-Write] Controls whether or not culling is allowed for FX that are owned by, attached to or instigated by a locally controlled pawn.cull_reaction
(NiagaraCullReaction): [Read-Write] How effects of this type react when they fail the cull checks.emitter_scalability_settings
(NiagaraEmitterScalabilitySettingsArray): [Read-Write]performance_baseline_controller
(NiagaraBaselineController): [Read-Write] Controls generation of performance baseline data for this effect type.significance_handler
(NiagaraSignificanceHandler): [Read-Write] Used to determine the relative significance of FX in the scene which is used in other scalability systems such as instance count culling.system_scalability_settings
(NiagaraSystemScalabilitySettingsArray): [Read-Write]update_frequency
(NiagaraScalabilityUpdateFrequency): [Read-Write] How regularly effects of this type are checked for scalability.validation_rule_sets
(Array[NiagaraValidationRuleSet]): [Read-Write] Array of reusable rule sets to apply when checking content. To create your own rules, write a custom class that extends UNiagaraValidationRule.validation_rules
(Array[NiagaraValidationRule]): [Read-Write] A set of rules to apply when checking content. To create your own rules, write a custom class that extends UNiagaraValidationRule.