unreal.NiagaraNodeCustomHlsl¶
- class unreal.NiagaraNodeCustomHlsl(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
NiagaraNodeFunctionCallNiagara 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 descriptionfunction_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().