unreal.NiagaraEffectType¶
- class unreal.NiagaraEffectType(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ObjectContains settings and working data shared among many NiagaraSystems that share some commonality of type. For example ImpactFX vs EnvironmentalFX.
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraEffectType.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_culling_for_local_players(bool): [Read-Write] Allow Culling for Local Players: Controls whether or not culling is allowed for FX that are owned by, attached to or instigated by a locally controlled pawn.cull_reaction(NiagaraCullReaction): [Read-Write] Cull Reaction: How effects of this type react when they fail the cull checks.emitter_scalability_settings(NiagaraEmitterScalabilitySettingsArray): [Read-Write] Emitter Scalability Settingsperformance_baseline_controller(NiagaraBaselineController): [Read-Write] Performance Baseline Controller: Controls generation of performance baseline data for this effect type.significance_handler(NiagaraSignificanceHandler): [Read-Write] Significance Handler: Used to determine the relative significance of FX in the scene which is used in other scalability systems such as instance count culling.system_scalability_settings(NiagaraSystemScalabilitySettingsArray): [Read-Write] System Scalability Settingsupdate_frequency(NiagaraScalabilityUpdateFrequency): [Read-Write] Update Frequency: How regularly effects of this type are checked for scalability.validation_rules(Array[NiagaraValidationRule]): [Read-Write] Validation Rules: A set of rules to apply when checking content. To create your own rules, write a custom class that extends UNiagaraValidationRule.