unreal.FXSystemAsset
¶
- class unreal.FXSystemAsset(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
FXSystem Asset
C++ Source:
Module: Engine
File: ParticleSystem.h
Editor Properties: (see get_editor_property/set_editor_property)
max_pool_size
(uint32): [Read-Write] Max Pool Size: Max number of components of this system to keep resident in the world component pool.pool_prime_size
(uint32): [Read-Write] Pool Prime Size: How many instances we should use to initially prime the pool. This can amortize runtime activation cost by moving it to load time. Use with care as this could cause large hitches for systems loaded/unloaded during play rather than at level load.