unreal.NiagaraNodeCustomHlsl

class unreal.NiagaraNodeCustomHlsl(outer: Object | None = None, name: Name | str = 'None')

Bases: NiagaraNodeFunctionCall

Niagara Node Custom Hlsl

C++ Source:

  • Plugin: Niagara

  • Module: NiagaraEditor

  • File: NiagaraNodeCustomHlsl.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_include_file_paths (Array[FilePath]): [Read-Write] Links to hlsl files that will be included by the translator. These external files are not watched by the engine, so changes to them do not automatically trigger a recompile of Niagara scripts.

  • custom_hlsl (str): [Read-Write]

  • error_msg (str): [Read-Write] Error/Warning description

  • function_script (NiagaraScript): [Read-Write]

  • function_specifiers (Map[Name, Name]): [Read-Only]

  • inherit_debug_status (bool): [Read-Write] Controls whether the debug state of the current function gets propagated into this function call.

  • selected_script_version (Guid): [Read-Only]

  • virtual_include_file_paths (Array[str]): [Read-Write] Links to hlsl files that will be included by the translator. These paths are resolved with the virtual shader paths registered in the engine. For example, /Plugin/FX/Niagara maps to /Engine/Plugins/FX/Niagara/Shaders. Custom mappings can be added via AddShaderSourceDirectoryMapping().