unreal.NiagaraDataChannelHandler¶
- class unreal.NiagaraDataChannelHandler(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectNiagara Data Channel Handler
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraDataChannelHandler.h
- get_data_channel_reader() NiagaraDataChannelReader¶
Get Data Channel Reader
- Return type:
- get_data_channel_writer() NiagaraDataChannelWriter¶
Get Data Channel Writer
- Return type:
- subscribe_to_data_channel_updates(update_delegate, search_params) int32¶
The provided delegate will be called whenever new entries are added to the relevant data channel. This means the delegate can be called multiple times per tick. This is only relevant for data published to the game thread, so no gpu data or data that’s only visible to niagara systems.
- Parameters:
update_delegate (OnNewNiagaraDataChannelPublish)
search_params (NiagaraDataChannelSearchParameters)
- Returns:
unsubscribe_token (int32):
- Return type:
int32
- subscribe_to_data_channel_updates_with_context(update_delegate) -> (access_context=NDCAccessContextInst, unsubscribe_token=int32)¶
The provided delegate will be called whenever new entries are added to the relevant data channel. This means the delegate can be called multiple times per tick. This is only relevant for data published to the game thread, so no gpu data or data that’s only visible to niagara systems.
- Parameters:
update_delegate (OnNewNiagaraDataChannelPublish)
- Returns:
access_context (NDCAccessContextInst):
unsubscribe_token (int32):
- Return type:
tuple