G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UFXSystemAsset Class Reference

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Performance
uint PoolPrimeSize
 How many instances we should use to initially prime the pool. This can amortize runtime activation cost by moving it to load time. Use with care as this could cause large hitches for systems loaded/unloaded during play rather than at level load.
uint MaxPoolSize
 Max number of components of this system to keep resident in the world component pool.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Additional Inherited Members

Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ MaxPoolSize

uint MaxPoolSize

Max number of components of this system to keep resident in the world component pool.

◆ PoolPrimeSize

uint PoolPrimeSize

How many instances we should use to initially prime the pool. This can amortize runtime activation cost by moving it to load time. Use with care as this could cause large hitches for systems loaded/unloaded during play rather than at level load.