unreal.FXSystemSpawnParameters¶
- class unreal.FXSystemSpawnParameters(world_context_object: Object = Ellipsis, system_template: FXSystemAsset = Ellipsis, location: Vector = Ellipsis, rotation: Rotator = Ellipsis, scale: Vector = Ellipsis, attach_to_component: SceneComponent = Ellipsis, attach_point_name: Name = 'None', location_type: AttachLocation = Ellipsis, auto_destroy: bool = False, auto_activate: bool = False, pooling_method: PSCPoolMethod = Ellipsis, pre_cull_check: bool = False, is_player_effect: bool = False)¶
Bases:
StructBaseParameters controlling the spawning behavior of FX systems via the SpawnSystemAtLocation and SpawnSystemAttached.
C++ Source:
Module: Engine
File: ParticleSystemComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
attach_point_name(Name): [Read-Write]attach_to_component(SceneComponent): [Read-Write]auto_activate(bool): [Read-Write]auto_destroy(bool): [Read-Write]is_player_effect(bool): [Read-Write]location(Vector): [Read-Write]location_type(AttachLocation): [Read-Write]pooling_method(PSCPoolMethod): [Read-Write]pre_cull_check(bool): [Read-Write]rotation(Rotator): [Read-Write]scale(Vector): [Read-Write]system_template(FXSystemAsset): [Read-Write]world_context_object(Object): [Read-Write]
- property attach_to_component: SceneComponent¶
[Read-Write]
- Type:
- property location_type: AttachLocation¶
[Read-Write]
- Type:
- property pooling_method: PSCPoolMethod¶
[Read-Write]
- Type:
- property system_template: FXSystemAsset¶
[Read-Write]
- Type: