unreal.ParticleModuleTypeDataBeam2¶
- class unreal.ParticleModuleTypeDataBeam2(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ParticleModuleTypeDataBaseParticle Module Type Data Beam 2
C++ Source:
Module: Engine
File: ParticleModuleTypeDataBeam2.h
Editor Properties: (see get_editor_property/set_editor_property)
always_on(bool): [Read-Write] If true, there will ALWAYS be a beam…b3d_draw_mode(bool): [Read-Write] If true, the module should render its 3D visualization helperbeam_method(Beam2Method): [Read-Write] The method with which to form the beam(s). Must be one of the following:PEB2M_Distance - Use the distance property to emit a beam along the X-axis of the emitter. PEB2M_Target - Emit a beam from the source to the supplied target. PEB2M_Branch - Currently unimplemented.
branch_parent_name(Name): [Read-Write] The name of the emitter to branch from (if mode is PEB2M_Branch) MUST BE IN THE SAME PARTICLE SYSTEM!distance(RawDistributionFloat): [Read-Write] The distance along the X-axis to stretch the beam Distance is only used if BeamMethod is PEB2M_Distanceinterpolation_points(int32): [Read-Write] Indicates whether the beam should be interpolated.<= 0 –> no > 0 –> yes (and is equal to the number of interpolation steps that should be taken.
max_beam_count(int32): [Read-Write] The number of live beamsmodule_editor_color(Color): [Read-Write] The color to draw the modules curves in the curve editor.If bCurvesAsColor is true, it overrides this value.
render_direct_line(bool): [Read-Write]render_geometry(bool): [Read-Write] Beam Rendering Variables.render_lines(bool): [Read-Write]render_tessellation(bool): [Read-Write]sheets(int32): [Read-Write] The number of sheets to renderspeed(float): [Read-Write] The speed at which the beam should move from source to target when firing up.‘0’ indicates instantaneous
taper_factor(RawDistributionFloat): [Read-Write] Tapering factor, 0 = source of beam, 1 = targettaper_method(BeamTaperMethod): [Read-Write] Tapering mode - one of the following: PEBTM_None - No tapering is applied PEBTM_Full - Taper the beam relative to source–>target, regardless of current beam length PEBTM_Partial - Taper the beam relative to source–>location, 0=source,1=endpointtaper_scale(RawDistributionFloat): [Read-Write] Tapering scalingThis is intended to be either a constant, uniform or a ParticleParam. If a curve is used, 0/1 mapping of source/target… which could be integrated into the taper factor itself, and therefore makes no sense.
texture_tile(int32): [Read-Write] The number of times to tile the texture along each beam. Overridden by TextureTilingDistance if it is > 0.0.1st UV set only. 2nd UV set does not Tile.
texture_tile_distance(float): [Read-Write] The distance per texture tile.1st UV set only. 2nd UV set does not Tile.
up_vector_step_size(int32): [Read-Write] The approach to use for determining the Up vector(s) for the beam.0 indicates that the Up FVector should be calculated at EVERY point in the beam. 1 indicates a single Up FVector should be determined at the start of the beam and used at every point. N indicates an Up FVector should be calculated every N points of the beam and interpolated between them.
[NOTE: This mode is currently unsupported.]