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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| void | SetbEnableCameraDistanceCulling (bool Value) |
| Enables frustum culling of individual mesh particles. | |
| void | SetbUseHeterogeneousVolumes (bool Value) |
| Whether or not to render with heterogeneous volumes. | |
| void | SetbSortOnlyWhenTranslucent (bool Value) |
| If true, the particles are only sorted when using a translucent material. | |
| void | SetbSubImageBlend (bool Value) |
| If true, blends the sub-image UV lookup with its next adjacent member using the fractional part of the SubImageIndex float value as the linear interpolation factor. | |
| void | SetbEnableFrustumCulling (bool Value) |
| Enables frustum culling of individual mesh particles. | |
| void | SetbOverrideMaterials (bool Value) |
| Whether or not to use the OverrideMaterials array instead of the mesh's existing materials. | |
| void | SetbEnableMeshFlipbook (bool Value) |
| When checked, will treat 'ParticleMesh' as the first frame of the flipbook, and will use the other mesh flipbook options to find the other frames. | |
| void | SetbLockedAxisEnable (bool Value) |
| If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation. | |
| void | SetbCastShadows (bool Value) |
| When disabled the renderer will not cast shadows. The component controls if shadows are enabled, this flag allows you to disable the renderer casting shadows. | |
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UNiagaraRendererProperties | |
| static UClass | StaticClass () |
Public Attributes | |
Bindings | |
| FNiagaraRendererMaterialParameters | MaterialParameters |
| If this array has entries, we will create a MaterialInstanceDynamic per Emitter instance from Material and set the Material parameters using the Niagara simulation variables listed. | |
Mesh Rendering | |
| ENiagaraRendererSourceDataMode | SourceMode |
| Whether or not to draw a single element for the Emitter or to draw the particles. | |
| ENiagaraMeshFacingMode | FacingMode |
| Determines how the mesh orients itself relative to the camera. | |
| ENiagaraMeshLockedAxisSpace | LockedAxisSpace |
| Specifies what space the locked axis is in. | |
| ENiagaraRendererGpuTranslucentLatency | GpuTranslucentLatency |
| Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc. Opaque materials will run latent when these features are used. Translucent materials can choose if they want to use this frames or the previous frames data to match opaque draws. | |
| TArray< FNiagaraMeshMaterialOverride > | OverrideMaterials |
| The materials to be used instead of the StaticMesh's materials. Note that each material must have the Niagara Mesh Particles flag checked. If the ParticleMesh requires more materials than exist in this array or any entry in this array is set to None, we will use the ParticleMesh's existing Material instead. | |
| FVector | LockedAxis |
| Arbitrary axis by which to lock facing rotations. | |
| FVector | MeshBoundsScale |
| Scale factor applied to all of the meshes bounds. This impacts distance based and per instance frustum culling. Per instance frustum culling is enabled by default when GPU scene is enabled. When using WPO with a material that may expand the mesh beyond the original bounds instances can be frustum culled incorrectly, this allows you to grow the bounds to avoid this issue. | |
| TArray< FNiagaraMeshRendererMeshProperties > | Meshes |
| The static mesh(es) to be instanced when rendering mesh particles. | |
| uint | NumFlipbookFrames |
| The number of frames (static meshes) to be included in the flipbook. | |
| uint | FlipbookSuffixNumDigits |
| The number of digits to expect in the frame number of the flipbook page. A value of 1 will expect no leading zeros in the package names, and can also be used for names with frame numbers that extend to 10 and beyond (Example: Frame_1, Frame_2, ..., Frame_10, Frame_11, etc.). | |
| FString | FlipbookSuffixFormat |
| Provides the format of the suffix of the names of the static meshes when searching for flipbook frames. "{frame_number}" is used to mark where the frame number should appear in the suffix. If "Particle Mesh" contains this suffix, the number in its name will be treated as the starting frame index. Otherwise, it will assume "Particle Mesh" is frame number 0, and that subsequent frames follow this format, starting with frame number 1. | |
| UStaticMesh | FirstFlipbookFrame |
| The static mesh to use for the first frame of the flipbook. Its name will also be used to find subsequent frames of a similar name. NOTE: The subsequent frames are expected to exist in the same content directory as the first frame of the flipbook, otherwise they will not be found or used. | |
Sorting | |
| ENiagaraRendererSortPrecision | SortPrecision |
| Sort precision to use when sorting is active. | |
| ENiagaraSortMode | SortMode |
| Determines how we sort the particles prior to rendering. | |
SubUV | |
| FVector2D | SubImageSize |
| When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y. | |
Visibility | |
| uint | RendererVisibility |
| If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. | |
| float32 | MaxCameraDistance |
| float32 | MinCameraDistance |
| Public Attributes inherited from UNiagaraRendererProperties | |
| int | SortOrderHint |
| By default, emitters are drawn in the order that they are added to the system. This value will allow you to control the order in a more fine-grained manner. Materials of the same type (i.e. Transparent) will draw in order from lowest to highest within the system. The default value is 0. | |
| ENiagaraRendererMotionVectorSetting | MotionVectorSetting |
| Hint about how to generate motion (velocity) vectors for this renderer. | |
| bool | bAllowInCullProxies |
| FNiagaraPlatformSet | Platforms |
| Platforms on which this renderer is enabled. | |
| void SetbCastShadows | ( | bool | Value | ) |
When disabled the renderer will not cast shadows. The component controls if shadows are enabled, this flag allows you to disable the renderer casting shadows.
| void SetbEnableCameraDistanceCulling | ( | bool | Value | ) |
Enables frustum culling of individual mesh particles.
| void SetbEnableFrustumCulling | ( | bool | Value | ) |
Enables frustum culling of individual mesh particles.
| void SetbEnableMeshFlipbook | ( | bool | Value | ) |
When checked, will treat 'ParticleMesh' as the first frame of the flipbook, and will use the other mesh flipbook options to find the other frames.
| void SetbLockedAxisEnable | ( | bool | Value | ) |
If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation.
| void SetbOverrideMaterials | ( | bool | Value | ) |
Whether or not to use the OverrideMaterials array instead of the mesh's existing materials.
| void SetbSortOnlyWhenTranslucent | ( | bool | Value | ) |
If true, the particles are only sorted when using a translucent material.
| void SetbSubImageBlend | ( | bool | Value | ) |
If true, blends the sub-image UV lookup with its next adjacent member using the fractional part of the SubImageIndex float value as the linear interpolation factor.
| void SetbUseHeterogeneousVolumes | ( | bool | Value | ) |
Whether or not to render with heterogeneous volumes.
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static |
| ENiagaraMeshFacingMode FacingMode |
Determines how the mesh orients itself relative to the camera.
| UStaticMesh FirstFlipbookFrame |
The static mesh to use for the first frame of the flipbook. Its name will also be used to find subsequent frames of a similar name. NOTE: The subsequent frames are expected to exist in the same content directory as the first frame of the flipbook, otherwise they will not be found or used.
| FString FlipbookSuffixFormat |
Provides the format of the suffix of the names of the static meshes when searching for flipbook frames. "{frame_number}" is used to mark where the frame number should appear in the suffix. If "Particle Mesh" contains this suffix, the number in its name will be treated as the starting frame index. Otherwise, it will assume "Particle Mesh" is frame number 0, and that subsequent frames follow this format, starting with frame number 1.
| uint FlipbookSuffixNumDigits |
The number of digits to expect in the frame number of the flipbook page. A value of 1 will expect no leading zeros in the package names, and can also be used for names with frame numbers that extend to 10 and beyond (Example: Frame_1, Frame_2, ..., Frame_10, Frame_11, etc.).
| ENiagaraRendererGpuTranslucentLatency GpuTranslucentLatency |
Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc. Opaque materials will run latent when these features are used. Translucent materials can choose if they want to use this frames or the previous frames data to match opaque draws.
| FVector LockedAxis |
Arbitrary axis by which to lock facing rotations.
| ENiagaraMeshLockedAxisSpace LockedAxisSpace |
Specifies what space the locked axis is in.
| FNiagaraRendererMaterialParameters MaterialParameters |
| float32 MaxCameraDistance |
| FVector MeshBoundsScale |
Scale factor applied to all of the meshes bounds. This impacts distance based and per instance frustum culling. Per instance frustum culling is enabled by default when GPU scene is enabled. When using WPO with a material that may expand the mesh beyond the original bounds instances can be frustum culled incorrectly, this allows you to grow the bounds to avoid this issue.
The static mesh(es) to be instanced when rendering mesh particles.
NOTES:
| float32 MinCameraDistance |
| uint NumFlipbookFrames |
The number of frames (static meshes) to be included in the flipbook.
| TArray<FNiagaraMeshMaterialOverride> OverrideMaterials |
The materials to be used instead of the StaticMesh's materials. Note that each material must have the Niagara Mesh Particles flag checked. If the ParticleMesh requires more materials than exist in this array or any entry in this array is set to None, we will use the ParticleMesh's existing Material instead.
| uint RendererVisibility |
If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
| ENiagaraSortMode SortMode |
Determines how we sort the particles prior to rendering.
| ENiagaraRendererSortPrecision SortPrecision |
Sort precision to use when sorting is active.
| ENiagaraRendererSourceDataMode SourceMode |
Whether or not to draw a single element for the Emitter or to draw the particles.
| FVector2D SubImageSize |
When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y.