unreal.NiagaraExt_SystemCompileState¶
- class unreal.NiagaraExt_SystemCompileState¶
Bases:
StructBaseAggregate compile state for a Niagara System, including per-script breakdown. bIsCompiling and bIsStale may both be true simultaneously when a compile is in flight. When bIsCompiling is true, the returned data reflects the last completed compile and may be stale.
C++ Source:
Plugin: Niagara
Module: NiagaraEditor
File: NiagaraExternalSystemEditorUtilities.h
Editor Properties: (see get_editor_property/set_editor_property)
aggregate_status(NiagaraExt_ScriptCompileStatus): [Read-Write] Aggregate compile status across all scripts (worst-case union).has_errors(bool): [Read-Write] True if any script status is Error or any CompileEvent has Severity == Error.has_warnings(bool): [Read-Write] True if any CompileEvent has Severity == Warning.is_compiling(bool): [Read-Write] True if the system currently has active or pending compile requests.is_stale(bool): [Read-Write] True if bIsCompiling is true or any per-script status is Dirty.scripts(Array[NiagaraExt_ScriptCompileInfo]): [Read-Write] Per-script compile info. Order: SystemSpawn, SystemUpdate, then each emitter’s scripts in handle order (ParticleSpawn, ParticleUpdate, ParticleGPUCompute, event handlers, simulation stages — whatever the emitter has). EmitterSpawn/EmitterUpdate scripts are intentionally omitted because their bodies are inlined into SystemSpawn/SystemUpdate at compile time and they never carry their own compile status; any errors from their contents appear on the corresponding system-level script.