unreal.NDCAccessContext_MapBase

class unreal.NDCAccessContext_MapBase(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 = [])

Bases: NDCAccessContext

NDCAccess Context Map Base

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraDataChannel_Map.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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_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_to_spawn (Object): [Read-Write]