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

Simple controller that will just spawn the given system N times. If any instance completes, it will spawn a new one to replace it. Can handle simple burst or looping systems. More...

Static Public Member Functions

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

Public Attributes

Baseline
int NumInstances
UNiagaraEffectType EffectType
 The effect type this controller is in use by.
ANiagaraPerfBaselineActor Owner
 The owning actor for this baseline controller.
UNiagaraSystem System
 The baseline system to spawn.
float32 TestDuration
 Duration to gather performance stats for the given system.
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 UNiagaraBaselineController
void OnEndTest (FNiagaraPerfBaselineStats Stats)
 Called from the stats system on completion of the test with the final stats for the given system asset.
void OnOwnerTick (float32 DeltaTime)
 Called when the owning actor is ticked.
bool OnTickTest ()
 Returns whether the baseline test is complete.
void SetSystem (TSoftObjectPtr< UNiagaraSystem > Value)
 The baseline system to spawn.
void OnBeginTest ()
 Called from the stats system when we begin gathering stats for the given System asset.
UNiagaraSystem GetSystem ()
 Returns the System for this baseline. Will synchronously load the system if needed.
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

Detailed Description

Simple controller that will just spawn the given system N times. If any instance completes, it will spawn a new one to replace it. Can handle simple burst or looping systems.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ NumInstances

int NumInstances