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

Data channel that will automatically sub-divide the world into discreet "islands" based on location. More...

Static Public Member Functions

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

Public Attributes

Debug Rendering
FNDCIslandDebugDrawSettings DebugDrawSettings
Islands
FVector MaxExtents
 The maximum total extents of each island. If a new element would grow the bounds beyond this size then a new island is created.
FVector PerElementExtents
 The extents for every element entered into this data channel. We use this to pad the ends of islands to ensure that all data in an island will be covered.
TArray< TSoftObjectPtr< UNiagaraSystem > > Systems
 One or more Niagara Systems to spawn that will consume the data in this island. Each island will have an instance of these systems created. These systems are intended to consume data for this whole island and generate effects that cover the whole island. The actual bounds of each of these system instances will be set to the current total bounds of the island.
int IslandPoolSize
 How many pre-allocated islands to keep in the pool. Higher values will incur a larger standing memory cost but will reduce activation times for new islands.
FVector InitialExtents
 Starting extents of the island's bounds.
ENiagraDataChannel_IslandMode Mode
 Controls how islands are placed and sized.
Public Attributes inherited from UNiagaraDataChannel
bool bKeepPreviousFrameData
 If true, we keep our previous frame's data. This comes at a memory and performance cost but allows users to avoid tick order dependency by reading last frame's data. Some users will prefer a frame of latency to tick order dependency.
bool bEnforceTickGroupReadWriteOrder
 If true we ensure that all writes happen in or before the Tick Group specified in EndWriteTickGroup and that all reads happen in tick groups after this.
ETickingGroup FinalWriteTickGroup
 The final tick group that this data channel can be written to.
TArray< FNiagaraDataChannelVariable > ChannelVariables
 The variables that define the data contained in this Data Channel.
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

Detailed Description

Data channel that will automatically sub-divide the world into discreet "islands" based on location.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ DebugDrawSettings

FNDCIslandDebugDrawSettings DebugDrawSettings

◆ InitialExtents

FVector InitialExtents

Starting extents of the island's bounds.

◆ IslandPoolSize

int IslandPoolSize

How many pre-allocated islands to keep in the pool. Higher values will incur a larger standing memory cost but will reduce activation times for new islands.

◆ MaxExtents

FVector MaxExtents

The maximum total extents of each island. If a new element would grow the bounds beyond this size then a new island is created.

◆ Mode

Controls how islands are placed and sized.

◆ PerElementExtents

FVector PerElementExtents

The extents for every element entered into this data channel. We use this to pad the ends of islands to ensure that all data in an island will be covered.

◆ Systems

One or more Niagara Systems to spawn that will consume the data in this island. Each island will have an instance of these systems created. These systems are intended to consume data for this whole island and generate effects that cover the whole island. The actual bounds of each of these system instances will be set to the current total bounds of the island.