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

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.

Detailed Description

Data Interface that can create mesh geometry at runtime from triangle data (e.g. to render a custom generated mesh per particle).

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bClearTrianglesPerFrame

bool bClearTrianglesPerFrame

Should we auto clear section triangle allocations per frame or not.

◆ bHasColors

bool bHasColors

Allocates space for vertex colors when enabled.

◆ bHasTangentBasis

bool bHasTangentBasis

Allocates space for tangent basis when enabled.

◆ DefaultBounds

FBox DefaultBounds

Should we auto clear section triangle allocations per frame or not.

◆ Materials

List of materials to use.

◆ NumTexCoords

int NumTexCoords

Allocates space for the number of texture coordinates requested.

◆ NumVertices

int NumVertices

Allocates space for the number of vertices we will use, leave as zero if you intend to allocate dynamically via VM calls.

◆ 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.