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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| void | SetbTiling (bool Value) |
| Whether to use tiling noise pattern, useful for baking to seam-free repeating textures. | |
| void | SetbTurbulence (bool Value) |
| How multiple frequencies are getting combined. | |
| 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 |
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UMaterialExpression | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
MaterialExpressionNoise | |
| int | Levels |
| 1 = fast but little detail, .. larger numbers cost more performance | |
| float32 | Scale |
| can also be done with a multiply on the Position | |
| int | Quality |
| Lower numbers are faster and lower quality, higher numbers are slower and higher quality. | |
| ENoiseFunction | NoiseFunction |
| Noise function, affects performance and look. | |
| EPositionOrigin | WorldPositionOriginType |
| Defines the reference space for the Position input. | |
| float32 | OutputMin |
| float32 | OutputMax |
| float32 | LevelScale |
| usually 2 but higher values allow efficient use of few levels | |
| uint | RepeatSize |
| How many units in each tile (if Tiling is on). | |
| Public Attributes inherited from UMaterialExpression | |
| int | MaterialExpressionEditorY |
| int | MaterialExpressionEditorX |
| FString | Desc |
| A description that level designers can add (shows in the material editor UI). | |
| 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 |
| void SetbTiling | ( | bool | Value | ) |
Whether to use tiling noise pattern, useful for baking to seam-free repeating textures.
| void SetbTurbulence | ( | bool | Value | ) |
How multiple frequencies are getting combined.
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static |
| int Levels |
1 = fast but little detail, .. larger numbers cost more performance
| float32 LevelScale |
usually 2 but higher values allow efficient use of few levels
| ENoiseFunction NoiseFunction |
Noise function, affects performance and look.
| float32 OutputMax |
| float32 OutputMin |
| int Quality |
Lower numbers are faster and lower quality, higher numbers are slower and higher quality.
| uint RepeatSize |
How many units in each tile (if Tiling is on).
| float32 Scale |
can also be done with a multiply on the Position
| EPositionOrigin WorldPositionOriginType |
Defines the reference space for the Position input.