unreal.ParticleModuleSpawnPerUnit¶
- class unreal.ParticleModuleSpawnPerUnit(outer=None, name='None')¶
Bases:
unreal.ParticleModuleSpawnBaseParticle Module Spawn Per Unit
C++ Source:
Module: Engine
File: ParticleModuleSpawnPerUnit.h
Editor Properties: (see get_editor_property/set_editor_property)
b3d_draw_mode(bool): [Read-Write] B 3DDraw Mode: If true, the module should render its 3D visualization helperignore_movement_along_x(bool): [Read-Write] Ignore Movement Along X: If true, ignore the X-component of the movementignore_movement_along_y(bool): [Read-Write] Ignore Movement Along Y: If true, ignore the Y-component of the movementignore_movement_along_z(bool): [Read-Write] Ignore Movement Along Z: If true, ignore the Z-component of the movementignore_spawn_rate_when_moving(bool): [Read-Write] Ignore Spawn Rate when Moving: If true, process the default spawn rate when not moving… When not moving, skip the default spawn rate. If false, return the bProcessSpawnRate setting.max_frame_distance(float): [Read-Write] Max Frame Distance: The maximum valid movement for a single frame. If 0.0, then the check is not performed. Currently, if the distance moved between frames is greater than this then NO particles will be spawned. This is primiarily intended to cover cases where the PSystem is attached to teleporting objects.module_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.
movement_tolerance(float): [Read-Write] Movement Tolerance: The tolerance for moving vs. not moving w.r.t. the bIgnoreSpawnRateWhenMoving flag. Ie, if (DistanceMoved < (UnitScalar x MovementTolerance)) then consider it not moving.process_burst_list(bool): [Read-Write] Process Burst List: If true, the BurstList of the SpawnModule of the emitter will be processed. If mutliple Spawn modules are ‘stacked’ in an emitter, if ANY of them have this set to false, it will not process the SpawnModule BurstList.process_spawn_rate(bool): [Read-Write] Process Spawn Rate: If true, the SpawnRate of the SpawnModule of the emitter will be processed. If mutliple Spawn modules are ‘stacked’ in an emitter, if ANY of them have this set to false, it will not process the SpawnModule SpawnRate.spawn_per_unit(RawDistributionFloat): [Read-Write] Spawn Per Unit: The amount to spawn per meter distribution. The value is retrieved using the EmitterTime.unit_scalar(float): [Read-Write] Unit Scalar: The scalar to apply to the distance traveled. The value from SpawnPerUnit is divided by this value to give the actual number of particles per unit.
- get_particle_module_spawn_per_unit_props() -> (out_unit_scalar=float, out_movement_tolerance=float, out_spawn_per_unit=Distribution, out_max_frame_distance=float, out_ignore_spawn_rate_when_moving=bool, out_ignore_movement_along_x=bool, out_ignore_movement_along_y=bool, out_ignore_movement_along_z=bool, out_process_spawn_rate=bool, out_process_burst_list=bool)¶
Get Particle Module Spawn Per Unit Props
- Returns
out_unit_scalar (float):
out_movement_tolerance (float):
out_spawn_per_unit (Distribution):
out_max_frame_distance (float):
out_ignore_spawn_rate_when_moving (bool):
out_ignore_movement_along_x (bool):
out_ignore_movement_along_y (bool):
out_ignore_movement_along_z (bool):
out_process_spawn_rate (bool):
out_process_burst_list (bool):
- Return type
tuple