unreal.ParticleBurstBlueprint
¶
- class unreal.ParticleBurstBlueprint(count=0, count_low=0, time=0.0)¶
Bases:
unreal.StructBase
BlueprintType wrapper around FParticleBurst to allow managing in blueprint/python logic.
C++ Source:
Plugin: CascadeToNiagaraConverter
Module: CascadeToNiagaraConverter
File: NiagaraStackGraphUtilitiesAdapterLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
count
(int32): [Read-Write] The number of particles to burstcount_low
(int32): [Read-Write] If >= 0, use as a range [CountLow..Count]time
(float): [Read-Write] The time at which to burst them (0..1: emitter lifetime)
- property count¶
[Read-Write] The number of particles to burst
- Type
(int32)
- property count_low¶
[Read-Write] If >= 0, use as a range [CountLow..Count]
- Type
(int32)