unreal.GameplayCueNotify_ParticleInfo
¶
- class unreal.GameplayCueNotify_ParticleInfo(spawn_condition_override: GameplayCueNotify_SpawnCondition = Ellipsis, placement_info_override: GameplayCueNotify_PlacementInfo = Ellipsis, niagara_system: NiagaraSystem = Ellipsis, override_spawn_condition: bool = False, override_placement_info: bool = False, cast_shadow: bool = False)¶
Bases:
StructBase
FGameplayCueNotify_ParticleInfo
Properties that specify how to play a particle effect.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayCueNotifyTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
cast_shadow
(bool): [Read-Write] If enabled, this particle system will cast a shadow.niagara_system
(NiagaraSystem): [Read-Write] Niagara FX system to spawn.override_placement_info
(bool): [Read-Write] If enabled, use the placement info override and not the default one.override_spawn_condition
(bool): [Read-Write] If enabled, use the spawn condition override and not the default one.placement_info_override
(GameplayCueNotify_PlacementInfo): [Read-Write] Defines how the particle system will be placed.spawn_condition_override
(GameplayCueNotify_SpawnCondition): [Read-Write] Condition to check before spawning the particle system.
- property cast_shadow: bool¶
[Read-Only] If enabled, this particle system will cast a shadow.
- Type:
(bool)
- property niagara_system: NiagaraSystem¶
[Read-Only] Niagara FX system to spawn.
- Type:
- property override_placement_info: bool¶
[Read-Only] If enabled, use the placement info override and not the default one.
- Type:
(bool)
- property override_spawn_condition: bool¶
[Read-Only] If enabled, use the spawn condition override and not the default one.
- Type:
(bool)
- property placement_info_override: GameplayCueNotify_PlacementInfo¶
[Read-Only] Defines how the particle system will be placed.
- Type:
- property spawn_condition_override: GameplayCueNotify_SpawnCondition¶
[Read-Only] Condition to check before spawning the particle system.
- Type: