unreal.ParticleModuleLight

class unreal.ParticleModuleLight(outer=None, name='None')

Bases: unreal.ParticleModuleLightBase

Particle Module Light

C++ Source:

  • Module: Engine
  • File: ParticleModuleLight.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 helper
  • brightness_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.
  • shadow_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.
lighting_channels

(LightingChannels) – [Read-Only] 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.

volumetric_scattering_intensity

(float) – [Read-Only] Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.