unreal.ParticleModuleRequired¶
- class unreal.ParticleModuleRequired(outer=None, name='None')¶
Bases:
unreal.ParticleModuleParticle Module Required
C++ Source:
Module: Engine
File: ParticleModuleRequired.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha_threshold(float): [Read-Write] Alpha Threshold: Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. Raising this threshold slightly can reduce overdraw in particles using this animation asset.b3d_draw_mode(bool): [Read-Write] B 3DDraw Mode: If true, the module should render its 3D visualization helperbounding_mode(SubUVBoundingVertexCount): [Read-Write] Bounding Mode: More bounding vertices results in reduced overdraw, but adds more triangle overhead. The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large.cutout_texture(Texture2D): [Read-Write] Cutout Texture: Texture to generate bounding geometry from.delay_first_loop_only(bool): [Read-Write] Delay First Loop Only: If true, the emitter will be delayed only on the first loop.duration_recalc_each_loop(bool): [Read-Write] Duration Recalc Each Loop: If true, recalculate the emitter duration on each loop.emitter_delay(float): [Read-Write] Emitter Delay: Indicates the time (in seconds) that this emitter should be delayed in the particle system.emitter_delay_low(float): [Read-Write] Emitter Delay Low: The low end of the emitter delay if using a range.emitter_delay_use_range(bool): [Read-Write] Emitter Delay Use Range: If true, select the emitter delay from the range[EmitterDelayLow..EmitterDelay]
emitter_duration(float): [Read-Write] Emitter Duration: How long, in seconds, the emitter will run before looping.emitter_duration_low(float): [Read-Write] Emitter Duration Low: The low end of the emitter duration if using a range.emitter_duration_use_range(bool): [Read-Write] Emitter Duration Use Range: If true, select the emitter duration from the range[EmitterDurationLow..EmitterDuration]
emitter_loops(int32): [Read-Write] Emitter Loops: The number of times to loop the emitter.0 indicates loop continuously
emitter_normals_mode(EmitterNormalsMode): [Read-Write] Emitter Normals Mode: Normal generation mode for this emitter LOD.emitter_origin(Vector): [Read-Write] Emitter Originemitter_rotation(Rotator): [Read-Write] Emitter Rotationinterpolation_method(ParticleSubUVInterpMethod): [Read-Write] Interpolation Method: The interpolation method to used for the SubUV image selection. One of the following: PSUVIM_None - Do not apply SubUV modules to this emitter. PSUVIM_Linear - Smoothly transition between sub-images in the given order,with no blending between the current and the next
- PSUVIM_Linear_Blend - Smoothly transition between sub-images in the given order,
blending between the current and the next
- PSUVIM_Random - Pick the next image at random, with no blending between
the current and the next
- PSUVIM_Random_Blend - Pick the next image at random, blending between the current
and the next
kill_on_completed(bool): [Read-Write] Kill on Completed: If true, kill the emitter when it completeskill_on_deactivate(bool): [Read-Write] Kill on Deactivate: If true, kill the emitter when the particle system is deactivatedmacro_uv_position(Vector): [Read-Write] Macro UVPosition: Local space position that UVs generated with the ParticleMacroUV material node will be centered on.macro_uv_radius(float): [Read-Write] Macro UVRadius: World space radius that UVs generated with the ParticleMacroUV material node will tile based on.material(MaterialInterface): [Read-Write] Material: The material to utilize for the emitter at this LOD level.max_draw_count(int32): [Read-Write] Max Draw Count: The maximum number of particles to DRAW for this emitter. If set to 0, it will use whatever number are present.max_facing_camera_blend_distance(float): [Read-Write] Max Facing Camera Blend Distance: The distance at which PSA_FacingCameraDistanceBlend is fully PSA_FacingCameraPositionmin_facing_camera_blend_distance(float): [Read-Write] Min Facing Camera Blend Distance: The distance at which PSA_FacingCameraDistanceBlend is fully PSA_Squaremodule_editor_color(Color): [Read-Write] Module Editor Color: The color to draw the modules curves in the curve editor.If bCurvesAsColor is true, it overrides this value.
named_material_overrides(Array(Name)): [Read-Write] Named Material Overrides: Named material overrides for this emitter. Overrides this emitter’s material(s) with those in the correspondingly named slot(s) of the owning system.normals_cylinder_direction(Vector): [Read-Write] Normals Cylinder Direction: When EmitterNormalsMode is ENM_Cylindrical, particle normals are created to face away from the cylinder going through NormalsSphereCenter in the direction NormalsCylinderDirection. NormalsCylinderDirection is in local space.normals_sphere_center(Vector): [Read-Write] Normals Sphere Center: When EmitterNormalsMode is ENM_Spherical, particle normals are created to face away from NormalsSphereCenter. NormalsSphereCenter is in local space.opacity_source_mode(OpacitySourceMode): [Read-Write] Opacity Source Modeorbit_module_affects_velocity_alignment(bool): [Read-Write] Orbit Module Affects Velocity Alignment: Ensures that movement generated from the orbit module is applied to velocity-aligned particlesoverride_system_macro_uv(bool): [Read-Write] Override System Macro UV: Override the system MacroUV settingsrandom_image_changes(int32): [Read-Write] Random Image Changes: The number of times to change a random image over the life of the particle.remove_hmd_roll(bool): [Read-Write] Remove HMDRoll: If true, removes the HMD view roll (e.g. in VR)scale_uv(bool): [Read-Write] Scale UV: Whether to scale the UV or not - ie, the model wasn’t setup with sub uvsscreen_alignment(ParticleScreenAlignment): [Read-Write] Screen Alignment: The screen alignment to utilize for the emitter at this LOD level. One of the following: PSA_FacingCameraPosition - Faces the camera position, but is not dependent on the camera rotation.This method produces more stable particles under camera rotation.
PSA_Square - Uniform scale (via SizeX) facing the camera PSA_Rectangle - Non-uniform scale (via SizeX and SizeY) facing the camera PSA_Velocity - Orient the particle towards both the camera and the direction
the particle is moving. Non-uniform scaling is allowed.
PSA_TypeSpecific - Use the alignment method indicated in the type data module. PSA_FacingCameraDistanceBlend - Blends between PSA_FacingCameraPosition and PSA_Square over specified distance.
sort_mode(ParticleSortMode): [Read-Write] Sort Mode: The sorting mode to use for this emitter. PSORTMODE_None - No sorting required. PSORTMODE_ViewProjDepth - Sort by view projected depth of the particle. PSORTMODE_DistanceToView - Sort by distance of particle to view in world space. PSORTMODE_Age_OldestFirst - Sort by age, oldest drawn first. PSORTMODE_Age_NewestFirst - Sort by age, newest drawn first.sub_images_horizontal(int32): [Read-Write] Sub Images Horizontal: The number of sub-images horizontally in the texturesub_images_vertical(int32): [Read-Write] Sub Images Vertical: The number of sub-images vertically in the texturesupport_large_world_coordinates(bool): [Read-Write] Support Large World Coordinates: If true, gpu simulation positions are offset to support double precision vectors. Cpu sims always support large world coordinates.use_legacy_emitter_time(bool): [Read-Write] Use Legacy Emitter Time: If true, the EmitterTime for the emitter will be calculated by modulating the SecondsSinceCreation by the EmitterDuration. As this can lead to issues w/ looping and variable duration, a new approach has been implemented. If false, this new approach is utilized, and the EmitterTime is simply incremented by DeltaTime each tick. When the emitter loops, it adjusts the EmitterTime by the current EmitterDuration resulting in proper looping/delay behavior.use_local_space(bool): [Read-Write] Use Local Space: If true, update the emitter in local spaceuse_max_draw_count(bool): [Read-Write] Use Max Draw Count: If true, use the MaxDrawCount to limit the number of particles rendered. NOTE: This does not limit the number spawned/updated, only what is drawn.uv_flipping_mode(ParticleUVFlipMode): [Read-Write] UVFlipping Mode: Controls UV Flipping for this emitter.
- get_particle_module_required_per_emitter_props() -> (out_emitter_origin=Vector, out_emitter_rotation=Rotator, out_use_local_space=bool, out_kill_on_deactivate=bool, out_kill_on_completed=bool, out_use_legacy_emitter_time=bool, out_emitter_duration_use_range=bool, out_emitter_duration=float, out_emitter_duration_low=float, o_ut_emitter_delay_use_range=bool, out_delay_first_loop_only=bool, out_emitter_delay=float, out_emitter_delay_low=float, out_duration_recalc_each_loop=bool, out_emitter_loops=int32)¶
Get Particle Module Required Per Emitter Props
- Returns
out_emitter_origin (Vector):
out_emitter_rotation (Rotator):
out_use_local_space (bool):
out_kill_on_deactivate (bool):
out_kill_on_completed (bool):
out_use_legacy_emitter_time (bool):
out_emitter_duration_use_range (bool):
out_emitter_duration (float):
out_emitter_duration_low (float):
o_ut_emitter_delay_use_range (bool):
out_delay_first_loop_only (bool):
out_emitter_delay (float):
out_emitter_delay_low (float):
out_duration_recalc_each_loop (bool):
out_emitter_loops (int32):
- Return type
tuple
- get_particle_module_required_per_module_props() -> (out_orbit_module_affects_velocity_alignment=bool, out_random_image_time=float, out_random_image_changes=int32, out_override_system_macro_uv=bool, out_macro_uv_position=Vector, out_macro_uv_radius=float)¶
Get Particle Module Required Per Module Props
- Returns
out_orbit_module_affects_velocity_alignment (bool):
out_random_image_time (float):
out_random_image_changes (int32):
out_override_system_macro_uv (bool):
out_macro_uv_position (Vector):
out_macro_uv_radius (float):
- Return type
tuple
- get_particle_module_required_per_renderer_props() -> (out_material_interface=MaterialInterface, out_screen_alignment=ParticleScreenAlignment, out_sub_images_horizontal=int32, out_sub_images_vertical=int32, out_sort_mode=ParticleSortMode, out_interpolation_method=ParticleSubUVInterpMethod, out_remove_hmd_roll=uint8, out_min_facing_camera_blend_distance=float, out_max_facing_camera_blend_distance=float, out_cutout_texture=Texture2D, out_bounding_mode=SubUVBoundingVertexCount, out_opacity_source_mode=OpacitySourceMode, out_emitter_normals_mode=EmitterNormalsMode, out_alpha_threshold=float)¶
Get Particle Module Required Per Renderer Props
- Returns
out_material_interface (MaterialInterface):
out_screen_alignment (ParticleScreenAlignment):
out_sub_images_horizontal (int32):
out_sub_images_vertical (int32):
out_sort_mode (ParticleSortMode):
out_interpolation_method (ParticleSubUVInterpMethod):
out_remove_hmd_roll (uint8):
out_min_facing_camera_blend_distance (float):
out_max_facing_camera_blend_distance (float):
out_cutout_texture (Texture2D):
out_bounding_mode (SubUVBoundingVertexCount):
out_opacity_source_mode (OpacitySourceMode):
out_emitter_normals_mode (EmitterNormalsMode):
out_alpha_threshold (float):
- Return type
tuple