unreal.ParticleBurstBlueprint

class unreal.ParticleBurstBlueprint(count: int = 0, count_low: int = 0, time: float = 0.0)

Bases: StructBase

BlueprintType wrapper around FParticleBurst to allow managing in blueprint/python logic.

C++ Source:

  • Plugin: CascadeToNiagaraConverter

  • Module: CascadeToNiagaraConverter

  • File: NiagaraStackGraphUtilitiesAdapterLibrary.h

Editor Properties: (see get_editor_property/set_editor_property)

  • count (int32): [Read-Write] The number of particles to burst

  • count_low (int32): [Read-Write] If >= 0, use as a range [CountLow..Count]

  • time (float): [Read-Write] The time at which to burst them (0..1: emitter lifetime)

property count: int

[Read-Write] The number of particles to burst

Type:

(int32)

property count_low: int

[Read-Write] If >= 0, use as a range [CountLow..Count]

Type:

(int32)

property time: float

emitter lifetime)

Type:

(float)

Type:

[Read-Write] The time at which to burst them (0..1