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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Data Interface that can create mesh geometry at runtime from triangle data (e.g. to render a custom generated mesh per particle). More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UNiagaraDataInterface | |
| static UClass | StaticClass () |
Public Attributes | |
Dynamic Mesh | |
| TArray< FNiagaraDynamicMeshMaterial > | Materials |
| List of materials to use. | |
| int | NumVertices |
| Allocates space for the number of vertices we will use, leave as zero if you intend to allocate dynamically via VM calls. | |
| int | NumTexCoords |
| Allocates space for the number of texture coordinates requested. | |
| bool | bHasColors |
| Allocates space for vertex colors when enabled. | |
| bool | bHasTangentBasis |
| Allocates space for tangent basis when enabled. | |
| bool | bClearTrianglesPerFrame |
| Should we auto clear section triangle allocations per frame or not. | |
| FBox | DefaultBounds |
| Should we auto clear section triangle allocations per frame or not. | |
| TArray< FNiagaraDynamicMeshSection > | Sections |
| Sections to render, each section will generally result in a draw call. Triangles are contiguous between sections, i.e. Section[1] triangles will begin after Section[0].NumTriangles. | |
Data Interface that can create mesh geometry at runtime from triangle data (e.g. to render a custom generated mesh per particle).
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static |
| bool bClearTrianglesPerFrame |
Should we auto clear section triangle allocations per frame or not.
| bool bHasColors |
Allocates space for vertex colors when enabled.
| bool bHasTangentBasis |
Allocates space for tangent basis when enabled.
| FBox DefaultBounds |
Should we auto clear section triangle allocations per frame or not.
| TArray<FNiagaraDynamicMeshMaterial> Materials |
List of materials to use.
| int NumTexCoords |
Allocates space for the number of texture coordinates requested.
| int NumVertices |
Allocates space for the number of vertices we will use, leave as zero if you intend to allocate dynamically via VM calls.
| TArray<FNiagaraDynamicMeshSection> Sections |
Sections to render, each section will generally result in a draw call. Triangles are contiguous between sections, i.e. Section[1] triangles will begin after Section[0].NumTriangles.