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.