unreal.ParticleModuleLight_Seeded
¶
- class unreal.ParticleModuleLight_Seeded(outer=None, name='None')¶
Bases:
unreal.ParticleModuleLight
Particle Module Light Seeded
C++ Source:
Module: Engine
File: ParticleModuleLight_Seeded.h
Editor Properties: (see get_editor_property/set_editor_property)
affects_translucency
(bool): [Read-Write] Whether lights from this module should affect translucency. Use with caution. Modules enabling this should only make a few particle lights at most, and the smaller they are, the less they will cost.b3d_draw_mode
(bool): [Read-Write] If true, the module should render its 3D visualization helperbrightness_over_life
(RawDistributionFloat): [Read-Write] Brightness scale for the light, which can be setup as a curve over the particle’s lifetime.color_scale_over_life
(RawDistributionVector): [Read-Write] Scale that is applied to the particle’s color to calculate the light’s color, and can be setup as a curve over the particle’s lifetime.high_quality_lights
(bool): [Read-Write] Converts the particle lights into high quality lights as if they came from a PointLightComponent. High quality lights cost significantly more on both CPU and GPU.light_exponent
(RawDistributionFloat): [Read-Write] Provides the light’s exponent when inverse squared falloff is disabled.lighting_channels
(LightingChannels): [Read-Write] Channels that this light should affect. Only affect high quality lights These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.module_editor_color
(Color): [Read-Write] The color to draw the modules curves in the curve editor.If bCurvesAsColor is true, it overrides this value.
preview_light_radius
(bool): [Read-Write] Will draw wireframe spheres to preview the light radius if enabled. Note: this is intended for previewing and the value will not be saved, it will always revert to disabled.radius_scale
(RawDistributionFloat): [Read-Write] Scales the particle’s radius, to calculate the light’s radius.random_seed_info
(ParticleRandomSeedInfo): [Read-Write] The random seed(s) to use for looking up values in StartLocationshadow_casting_lights
(bool): [Read-Write] Whether to cast shadows from the particle lights. Requires High Quality Lights to be enabled. Warning: This can be incredibly expensive on the GPU - use with caution.spawn_fraction
(float): [Read-Write] Fraction of particles in this emitter to create lights on.use_inverse_squared_falloff
(bool): [Read-Write] Whether to use physically based inverse squared falloff from the light. If unchecked, the LightExponent distribution will be used instead.volumetric_scattering_intensity
(float): [Read-Write] Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.