unreal.NiagaraMinimalEmitterInfo

class unreal.NiagaraMinimalEmitterInfo(emitter_name: Name = 'None', is_enabled: bool = False, is_lightweight: bool = False, used_renderer_materials: None = [], used_renderer_meshes: None = [])

Bases: StructBase

Niagara Minimal Emitter Info

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraFunctionLibrary.h

Editor Properties: (see get_editor_property/set_editor_property)

  • emitter_name (Name): [Read-Write]

  • is_enabled (bool): [Read-Write]

  • is_lightweight (bool): [Read-Write] set to true if this is a lightweight emitter

  • used_renderer_materials (Array[MaterialInterface]): [Read-Write] A list of all materials referenced by renderers in this emitter. Could actually be less on the cooked target platform, depending on scalability settings.

  • used_renderer_meshes (Array[Object]): [Read-Write] A list of all meshes referenced by renderers in this emitter. Could actually be less on the cooked target platform, depending on scalability settings. This list does NOT include meshes from user parameters or data interfaces, which are resolved at runtime. Also, this covers only the meshes reported by renderers, the emitter itself might use more meshes in other places, for example for skeletal mesh sampling.

property emitter_name: Name

[Read-Only]

Type:

(Name)

property is_enabled: bool

[Read-Only]

Type:

(bool)

property is_lightweight: bool

[Read-Only] set to true if this is a lightweight emitter

Type:

(bool)

property used_renderer_materials: None

[Read-Only] A list of all materials referenced by renderers in this emitter. Could actually be less on the cooked target platform, depending on scalability settings.

Type:

(Array[MaterialInterface])

property used_renderer_meshes: None

[Read-Only] A list of all meshes referenced by renderers in this emitter. Could actually be less on the cooked target platform, depending on scalability settings. This list does NOT include meshes from user parameters or data interfaces, which are resolved at runtime. Also, this covers only the meshes reported by renderers, the emitter itself might use more meshes in other places, for example for skeletal mesh sampling.

Type:

(Array[Object])