unreal.NiagaraRibbonUVSettings
¶
- class unreal.NiagaraRibbonUVSettings¶
Bases:
unreal.StructBase
Defines settings for UV behavior for a UV channel on ribbons.
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraRibbonRendererProperties.h
Editor Properties: (see get_editor_property/set_editor_property)
distribution_mode
(NiagaraRibbonUVDistributionMode): [Read-Write] Specifies how ribbon UVs are distributed along the length of a ribbon.enable_per_particle_u_override
(bool): [Read-Write] Enables overriding the U component with values read from the particles. When enabled, edge behavior and distribution are ignored.enable_per_particle_v_range_override
(bool): [Read-Write] Enables overriding the range of the V component with values read from the particles.leading_edge_mode
(NiagaraRibbonUVEdgeMode): [Read-Write] Specifies how UVs transition into life at the leading edge of the ribbon.offset
(Vector2D): [Read-Write] Specifies an additional offset which is applied to the UV rangescale
(Vector2D): [Read-Write] Specifies an additional scaler which is applied to the UV range.tiling_length
(float): [Read-Write] Specifies the length in world units to use when tiling UVs across the ribbon when using one of the tiled distribution modes.trailing_edge_mode
(NiagaraRibbonUVEdgeMode): [Read-Write] Specifies how UVs transition out of life at the trailing edge of the ribbon.