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

This Data Interface can be used to gather particles at execution time and call either a C++ or blueprint object with the gathered particle data each tick. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UNiagaraDataInterface
static UClass StaticClass ()

Public Attributes

Export
FNiagaraUserParameterBinding CallbackHandlerParameter
 Reference to a user parameter that should receive the particle data after the simulation tick. The supplied parameter object needs to implement the INiagaraParticleCallbackHandler interface.
Export GPU
int GPUAllocationFixedSize
 Reserve a fixed number of elements we can write per frame. Once the limit is reached we ignore further writes.
float32 GPUAllocationPerParticleSize
 Uses the emitter property particle count * this to determine the number of elements we reserve for write per frame. The console variable fx.Niagara.NDIExport.GPUMaxReadbackCount is used to cap the maximum. Once the limit is reached we ignore further writes.
ENDIExport_GPUAllocationMode GPUAllocationMode
 Sets the allocation scheme for the number of elements we reserve for the GPU. The number of elements reserved should be as low as possible to improve performance.

Detailed Description

This Data Interface can be used to gather particles at execution time and call either a C++ or blueprint object with the gathered particle data each tick.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ CallbackHandlerParameter

FNiagaraUserParameterBinding CallbackHandlerParameter

Reference to a user parameter that should receive the particle data after the simulation tick. The supplied parameter object needs to implement the INiagaraParticleCallbackHandler interface.

◆ GPUAllocationFixedSize

int GPUAllocationFixedSize

Reserve a fixed number of elements we can write per frame. Once the limit is reached we ignore further writes.

◆ GPUAllocationMode

ENDIExport_GPUAllocationMode GPUAllocationMode

Sets the allocation scheme for the number of elements we reserve for the GPU. The number of elements reserved should be as low as possible to improve performance.

◆ GPUAllocationPerParticleSize

float32 GPUAllocationPerParticleSize

Uses the emitter property particle count * this to determine the number of elements we reserve for write per frame. The console variable fx.Niagara.NDIExport.GPUMaxReadbackCount is used to cap the maximum. Once the limit is reached we ignore further writes.