unreal.NiagaraRibbonRendererProperties
¶
- class unreal.NiagaraRibbonRendererProperties(outer=None, name='None')¶
Bases:
unreal.NiagaraRendererProperties
Niagara Ribbon Renderer Properties
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraRibbonRendererProperties.h
Editor Properties: (see get_editor_property/set_editor_property)
color_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for color when generating ribbons?curve_tension
(float): [Read-Write] Defines the curve tension, or how long the curve’s tangents are. Ranges from 0 to 1. The higher the value, the sharper the curve becomes.custom_vertices
(Array(NiagaraRibbonShapeCustomVertex)): [Read-Write] Vertices for a cross section of the ribbon in custom shape mode.draw_direction
(NiagaraRibbonDrawDirection): [Read-Write] If true, the particles are only sorted when using a translucent material.dynamic_material1_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating ribbons?dynamic_material2_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating ribbons?dynamic_material3_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating ribbons?dynamic_material_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for dynamic material parameters when generating ribbons?facing_mode
(NiagaraRibbonFacingMode): [Read-Write] Facing Modematerial
(MaterialInterface): [Read-Write] UNiagaraRendererProperties Interface ENDmaterial_parameter_bindings
(Array(NiagaraMaterialAttributeBinding)): [Read-Write] If this array has entries, we will create a MaterialInstanceDynamic per Emitter instance from Material and set the Material parameters using the Niagara simulation variables listed.material_random_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for MaterialRandom when generating ribbons?material_user_param_binding
(NiagaraUserParameterBinding): [Read-Write] Use the UMaterialInterface bound to this user variable if it is set to a valid value. If this is bound to a valid value and Material is also set, UserParamBinding wins.motion_vector_setting
(NiagaraRendererMotionVectorSetting): [Read-Write] Hint about how to generate motion (velocity) vectors for this renderer.multi_plane_count
(int32): [Read-Write] Number of planes in multiplane shape. Evenly distributed from 0-90 or 0-180 degrees off camera facing depending on settingnormalized_age_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for normalized age when generating ribbons?platforms
(NiagaraPlatformSet): [Read-Write] Platforms on which this renderer is enabled.position_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for position when generating ribbons?ribbon_facing_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for ribbon facing when generating ribbons?ribbon_id_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for ribbon id when generating ribbons?ribbon_link_order_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for RibbonLinkOrder when generating ribbons?ribbon_twist_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for ribbon twist when generating ribbons?ribbon_uv_distance
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for ribbon distance traveled for use in UV operations when generating ribbons?ribbon_width_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for ribbon width when generating ribbons?screen_space_tessellation
(bool): [Read-Write] If checked, use the ribbon’s screen space percentage to adaptively adjust the tessellation factor.shape
(NiagaraRibbonShapeMode): [Read-Write] Shape of the ribbon, from flat plane, multiplane, 3d tube, and custom shapes.sort_order_hint
(int32): [Read-Write] By default, emitters are drawn in the order that they are added to the system. This value will allow you to control the order in a more fine-grained manner.Materials of the same type (i.e. Transparent) will draw in order from lowest to highest within the system. The default value is 0.
tessellation_angle
(float): [Read-Write] Defines the angle in degrees at which tessellation occurs. Ranges from 1 to 180. Smaller values increase amount of tessellation. If set to 0, use the maximum tessellation set above.tessellation_factor
(int32): [Read-Write] Custom tessellation factor. Ranges from 1 to 16. Greater values increase amount of tessellation.tessellation_mode
(NiagaraRibbonTessellationMode): [Read-Write] Defines the tessellation mode allowing custom tessellation parameters or disabling tessellation entirely.tube_subdivisions
(int32): [Read-Write] Number of vertices/faces in a tube.u0_override_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for UV0 U when generating ribbons?u1_override_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for UV1 U when generating ribbons?use_constant_factor
(bool): [Read-Write] If checked, use the above constant factor. Otherwise, adaptively select the tessellation factor based on the below parameters.uv0_settings
(NiagaraRibbonUVSettings): [Read-Write] UV0Settingsuv1_settings
(NiagaraRibbonUVSettings): [Read-Write] UV1Settingsv0_range_override_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for UV0 V when generating ribbons?v1_range_override_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for UV1 V when generating ribbons?velocity_binding
(NiagaraVariableAttributeBinding): [Read-Write] Which attribute should we use for velocity when generating ribbons?width_segmentation_count
(int32): [Read-Write] Tessellation factor to apply to the width of the ribbon. Ranges from 1 to 16. Greater values increase amount of tessellation.