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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Data interface that gives you access to actor & component information. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UNiagaraDataInterface | |
| static UClass | StaticClass () |
Public Attributes | |
ActorComponent | |
| int | LocalPlayerIndex |
| , EditConditionHides)) | |
| FNiagaraUserParameterBinding | ActorOrComponentParameter |
| User parameter binding to use, overrides SourceActor. Can be set by Blueprint, etc. | |
| ENDIActorComponentSourceMode | SourceMode |
| Controls how we find the actor / component we want to bind to. | |
Performance | |
| bool | bRequireCurrentFrameData |
| When this option is disabled, we use the previous frame's data for the skeletal mesh and can often issue the simulation early. This greatly reduces overhead and allows the game thread to run faster, but comes at a tradeoff if the dependencies might leave gaps or other visual artifacts. | |
Data interface that gives you access to actor & component information.
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static |
| FNiagaraUserParameterBinding ActorOrComponentParameter |
User parameter binding to use, overrides SourceActor. Can be set by Blueprint, etc.
| bool bRequireCurrentFrameData |
When this option is disabled, we use the previous frame's data for the skeletal mesh and can often issue the simulation early. This greatly reduces overhead and allows the game thread to run faster, but comes at a tradeoff if the dependencies might leave gaps or other visual artifacts.
| int LocalPlayerIndex |
, EditConditionHides))
| ENDIActorComponentSourceMode SourceMode |
Controls how we find the actor / component we want to bind to.