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

Static Public Member Functions

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

Public Attributes

Component Properties
USceneComponent TemplateComponent
 The object template used to create new components at runtime.
Component Rendering
bool bAssignComponentsOnParticleID
 If true then components will not be automatically assigned to the first particle available, but try to stick to the same particle based on its unique id. Disabling this option is faster, but a particle can get a different component each tick, which can lead to problems with for example motion blur.
bool bCreateComponentFirstParticleFrame
 If true then new components can only be created on newly spawned particles. If a particle is not able to create a component on it's first frame (e.g. because the component limit was reached) then it will be blocked from spawning a component on subsequent frames.
bool bOnlyActivateNewlyAquiredComponents
 If true then components will only be activated when newly acquired. e.g. on particle spawn or when the particle enables/disables the component. If false, components will be always kept active while they are used by an enabled particle. This can be useful for component types that can internally activate and deactivate during their lifetimes while still being used by an enabled particle. For example NiagaraComponents that deactivate/reactivate according to scalability settings. This setting is only valid when bAssignComponentsOnParticleID is true.
bool bVisualizeComponents
 If true then the editor visualization is enabled for the component; has no effect in-game.
int RendererVisibility
 If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
uint ComponentCountLimit
 The max number of components that this emitter will spawn or update each frame.
TSubclassOf< USceneComponent > ComponentType
 The scene component class to instantiate.
Public Attributes inherited from UNiagaraRendererProperties
int SortOrderHint
 By default, emitters are drawn in the order that they are added to the system. This value will allow you to control the order in a more fine-grained manner. Materials of the same type (i.e. Transparent) will draw in order from lowest to highest within the system. The default value is 0.
ENiagaraRendererMotionVectorSetting MotionVectorSetting
 Hint about how to generate motion (velocity) vectors for this renderer.
bool bAllowInCullProxies
FNiagaraPlatformSet Platforms
 Platforms on which this renderer is enabled.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bAssignComponentsOnParticleID

bool bAssignComponentsOnParticleID

If true then components will not be automatically assigned to the first particle available, but try to stick to the same particle based on its unique id. Disabling this option is faster, but a particle can get a different component each tick, which can lead to problems with for example motion blur.

◆ bCreateComponentFirstParticleFrame

bool bCreateComponentFirstParticleFrame

If true then new components can only be created on newly spawned particles. If a particle is not able to create a component on it's first frame (e.g. because the component limit was reached) then it will be blocked from spawning a component on subsequent frames.

◆ bOnlyActivateNewlyAquiredComponents

bool bOnlyActivateNewlyAquiredComponents

If true then components will only be activated when newly acquired. e.g. on particle spawn or when the particle enables/disables the component. If false, components will be always kept active while they are used by an enabled particle. This can be useful for component types that can internally activate and deactivate during their lifetimes while still being used by an enabled particle. For example NiagaraComponents that deactivate/reactivate according to scalability settings. This setting is only valid when bAssignComponentsOnParticleID is true.

◆ bVisualizeComponents

bool bVisualizeComponents

If true then the editor visualization is enabled for the component; has no effect in-game.

◆ ComponentCountLimit

uint ComponentCountLimit

The max number of components that this emitter will spawn or update each frame.

◆ ComponentType

TSubclassOf<USceneComponent> ComponentType

The scene component class to instantiate.

◆ RendererVisibility

int RendererVisibility

If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.

◆ TemplateComponent

USceneComponent TemplateComponent

The object template used to create new components at runtime.