G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UNiagaraDataInterfaceSkeletalMesh Class Reference

Data Interface allowing sampling of skeletal meshes. More...

Public Member Functions

Functions
void SetbExcludeBone (bool Value)

Static Public Member Functions

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

Public Attributes

Experimental - UV Mapping
int UvSetIndex
Mesh
USkeletalMesh DefaultMesh
 Mesh used to sample from when not overridden by a source actor from the scene. This mesh is NOT removed from cooked builds.
TSoftObjectPtr< AActor > SoftSourceActor
 The source actor from which to sample. Takes precedence over the direct mesh. Note that this can only be set when used as a user variable on a component in the world.
TSoftObjectPtr< USkeletalMesh > PreviewMesh
 Mesh used to sample from when not overridden by a source actor from the scene. Only available in editor for previewing. This is removed in cooked builds.
TArray< FName > ComponentTags
 If defined, the supplied tags will be used to identify a valid component.
FNiagaraUserParameterBinding MeshUserParameter
 Reference to a user parameter if we're reading one.
ENDISkeletalMesh_SkinningMode SkinningMode
 Selects which skinning mode to use, for most cases Skin On The Fly will cover your requirements, see individual tooltips for more information.
ENDISkeletalMesh_SourceMode SourceMode
 Controls how to retrieve the Skeletal Mesh Component to attach to.
int WholeMeshLOD
 If no regions are specified, we'll sample the whole mesh at this LODIndex. -1 will use the lowest quality LOD available, i.e. Number of LODs - 1.
TArray< FName > SamplingRegions
 Sampling regions on the mesh from which to sample. Leave this empty to sample from the whole mesh.
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.
bool bReadDeformedGeometry
 Overrides the project setting and allows you to opt out of reading from deformed geometry. These is not performance gain from doing this, the branches will still exist in the generated code.
Skeleton
TArray< FName > FilteredBones
 Set of filtered bones that can be used for sampling. Select from these with GetFilteredBoneAt and RandomFilteredBone.
FName ExcludeBoneName
 Optionally remove a single bone from Random / Random Unfiltered access. You can still include this bone in filtered list and access using the direct index functionality.
TArray< FName > FilteredSockets
 Set of filtered sockets that can be used for sampling. Select from these with GetFilteredSocketAt and RandomFilteredSocket.

Detailed Description

Data Interface allowing sampling of skeletal meshes.

Member Function Documentation

◆ SetbExcludeBone()

void SetbExcludeBone ( bool Value)

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bReadDeformedGeometry

bool bReadDeformedGeometry

Overrides the project setting and allows you to opt out of reading from deformed geometry. These is not performance gain from doing this, the branches will still exist in the generated code.

◆ bRequireCurrentFrameData

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.

◆ ComponentTags

TArray<FName> ComponentTags

If defined, the supplied tags will be used to identify a valid component.

◆ DefaultMesh

USkeletalMesh DefaultMesh

Mesh used to sample from when not overridden by a source actor from the scene. This mesh is NOT removed from cooked builds.

◆ ExcludeBoneName

FName ExcludeBoneName

Optionally remove a single bone from Random / Random Unfiltered access. You can still include this bone in filtered list and access using the direct index functionality.

◆ FilteredBones

TArray<FName> FilteredBones

Set of filtered bones that can be used for sampling. Select from these with GetFilteredBoneAt and RandomFilteredBone.

◆ FilteredSockets

TArray<FName> FilteredSockets

Set of filtered sockets that can be used for sampling. Select from these with GetFilteredSocketAt and RandomFilteredSocket.

◆ MeshUserParameter

FNiagaraUserParameterBinding MeshUserParameter

Reference to a user parameter if we're reading one.

◆ PreviewMesh

Mesh used to sample from when not overridden by a source actor from the scene. Only available in editor for previewing. This is removed in cooked builds.

◆ SamplingRegions

TArray<FName> SamplingRegions

Sampling regions on the mesh from which to sample. Leave this empty to sample from the whole mesh.

◆ SkinningMode

Selects which skinning mode to use, for most cases Skin On The Fly will cover your requirements, see individual tooltips for more information.

◆ SoftSourceActor

TSoftObjectPtr<AActor> SoftSourceActor

The source actor from which to sample. Takes precedence over the direct mesh. Note that this can only be set when used as a user variable on a component in the world.

◆ SourceMode

Controls how to retrieve the Skeletal Mesh Component to attach to.

◆ UvSetIndex

int UvSetIndex

◆ WholeMeshLOD

int WholeMeshLOD

If no regions are specified, we'll sample the whole mesh at this LODIndex. -1 will use the lowest quality LOD available, i.e. Number of LODs - 1.