unreal.NiagaraExt_SystemCompileState

class unreal.NiagaraExt_SystemCompileState

Bases: StructBase

Aggregate 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.