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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
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static |
| 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.
| 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.
| int RendererVisibility |
If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
| USceneComponent TemplateComponent |
The object template used to create new components at runtime.