class unreal.NiagaraSystem(outer=None, name='None')

Bases: unreal.Object

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)

  • auto_deactivate (bool): [Read-Write] Auto-deactivate system if all emitters are determined to not spawn particles again, regardless of lifetime.
  • dump_debug_emitter_info (bool): [Read-Write] Dump Debug Emitter Info
  • dump_debug_system_info (bool): [Read-Write] Dump Debug System Info
  • emitter_handles (Array(NiagaraEmitterHandle)): [Read-Only] Handles to the emitter this System will simulate.
  • is_template_asset (bool): [Read-Write] Is Template Asset
  • parameter_collection_overrides (Array(NiagaraParameterCollectionInstance)): [Read-Write] Parameter Collection Overrides
  • template_asset_description (Text): [Read-Write] Template Asset Description
  • warmup_tick_count (int32): [Read-Write] Number of ticks to process for warmup. You can set by this or by time via WarmupTime.
  • warmup_tick_delta (float): [Read-Write] Delta time to use for warmup ticks.
  • warmup_time (float): [Read-Write] Warm up time in seconds. Used to calculate WarmupTickCount. Rounds down to the nearest multiple of WarmupTickDelta.