unreal.NiagaraEventScriptProperties
¶
- class unreal.NiagaraEventScriptProperties¶
Bases:
NiagaraEmitterScriptProperties
Niagara Event Script Properties
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraEmitter.h
Editor Properties: (see get_editor_property/set_editor_property)
execution_mode
(ScriptExecutionMode): [Read-Write] Execution Mode: Controls which particles have the event script run on them.max_events_per_frame
(uint32): [Read-Write] Max Events Per Frame: Controls how many events are consumed by this event handler. If there are more events generated than this value, they will be ignored.min_spawn_number
(uint32): [Read-Write] Min Spawn Number: The minimum spawn number when random spawn is used. Spawn Number is used as the maximum range.random_spawn_number
(bool): [Read-Write] Random Spawn Number: Whether using a random spawn number.source_emitter_id
(Guid): [Read-Write] Source Emitter ID: Id of the Emitter Handle that generated the event. If all zeroes, the event generator is assumed to be this emitter.source_event_name
(Name): [Read-Write] Source Event Name: The name of the event generated. This will be “Collision” for collision events and the Event Name field on the DataSetWrite node in the module graph for others.spawn_number
(uint32): [Read-Write] Spawn Number: Controls whether or not particles are spawned as a result of handling the event. Only valid for EScriptExecutionMode::SpawnedParticles. If Random Spawn Number is used, this will act as the maximum spawn range.update_attribute_initial_values
(bool): [Read-Write] Update Attribute Initial Values: Should Event Spawn Scripts modify the Initial values for particle attributes they modify.