unreal.NDCAccessContext_GameplayBurst¶
- class unreal.NDCAccessContext_GameplayBurst(owning_component: SceneComponent = Ellipsis, location: Vector = Ellipsis, override_location: bool = False, override_system_to_spawn: bool = False, system_to_spawn: Object = Ellipsis, spawned_systems: None = [], attached_to_owning_component: bool = False, force_attach_to_owning_component: bool = False, override_cell_size: bool = False, override_bounds_padding: bool = False, cell_size_override: Vector = Ellipsis, system_bounds_padding: Vector = Ellipsis, gameplay_tag: GameplayTag = Ellipsis)¶
Bases:
NDCAccessContext_MapBaseAccess Context for Gameplay Burst NDC.
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraDataChannel_GameplayBurst.h
Editor Properties: (see get_editor_property/set_editor_property)
attached_to_owning_component(bool): [Read-Write] Flag set during the access that indicates whether the spawned systems are attached to the owning component.cell_size_override(Vector): [Read-Write] An override for the Cell Size used for internal data routing. Caution: Every unique cell size value will create a new data bucket and handler Niagara System. Use with care. Overriding cell size provides more flexibility for users but can cause problems if not done correctly.force_attach_to_owning_component(bool): [Read-Write] If true, we will attempt to attach to the owning component if one exists. Ignoring other attachment settings.gameplay_tag(GameplayTag): [Read-Write] Data can optionally be routed by a given Gameplay Tag for additional variation.location(Vector): [Read-Write] In cases where there is no owning component for data being read or written to a data channel, we simply pass in a location. We can also use this when bOverrideLocaiton is set.override_bounds_padding(bool): [Read-Write] If true the SystemBoundsPadding in the context will override the bounds padding defind in the NDC.override_cell_size(bool): [Read-Write] If true, we will override the default grid Cell Size from the Data Channel. Caution: Every unique cell size value will create a new data bucket and handler Niagara System. Use with care. Overriding cell size provides more flexibility for users but can cause problems if not done correctly.override_location(bool): [Read-Write] If true, even if an owning component is set, the data channel should use the Location value rather than the component location. If this is false, the NDC will get any location needed from the owning component.override_system_to_spawn(bool): [Read-Write] If true, we’ll override the system to spawn for this NDC write. If false, we’ll use the system defined in the NDC asset, if there is one.owning_component(SceneComponent): [Read-Write]spawned_systems(Array[NDCSpawnedSystemRef]): [Read-Write] The Niagara System spawned in response to this access, if any. Allows callers to set parameters etc on this system. It is not safe to store and use this component reference later. It can be reclaimed by the system at any time.system_bounds_padding(Vector): [Read-Write] Padding applied to the bounds of spawned handler systems. Should be large enough to contain any spawned FX near the edge of a grid cell. When systems are attached to the owning component, bounds are the component bounds + SystemBoundsPadding.system_to_spawn(Object): [Read-Write]
- property attached_to_owning_component: bool¶
[Read-Write] Flag set during the access that indicates whether the spawned systems are attached to the owning component.
- Type:
(bool)
- property cell_size_override: Vector¶
[Read-Write] An override for the Cell Size used for internal data routing. Caution: Every unique cell size value will create a new data bucket and handler Niagara System. Use with care. Overriding cell size provides more flexibility for users but can cause problems if not done correctly.
- Type:
(Vector)
- property force_attach_to_owning_component: bool¶
[Read-Write] If true, we will attempt to attach to the owning component if one exists. Ignoring other attachment settings.
- Type:
(bool)
- property gameplay_tag: GameplayTag¶
[Read-Write] Data can optionally be routed by a given Gameplay Tag for additional variation.
- Type:
- property override_bounds_padding: bool¶
[Read-Write] If true the SystemBoundsPadding in the context will override the bounds padding defind in the NDC.
- Type:
(bool)
- property override_cell_size: bool¶
[Read-Write] If true, we will override the default grid Cell Size from the Data Channel. Caution: Every unique cell size value will create a new data bucket and handler Niagara System. Use with care. Overriding cell size provides more flexibility for users but can cause problems if not done correctly.
- Type:
(bool)
- property system_bounds_padding: Vector¶
[Read-Write] Padding applied to the bounds of spawned handler systems. Should be large enough to contain any spawned FX near the edge of a grid cell. When systems are attached to the owning component, bounds are the component bounds + SystemBoundsPadding.
- Type:
(Vector)