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

Public Member Functions

Functions
void SetbParticleIterationStateEnabled (bool Value)
 When enabled we iterate over the subset of particles that satisfy the binding & range selected. For example, if the binding was set to Particles.MyStateIndex and the range was 1-3 only the particles with values of 1, 2 or 3 for Particles.MyStateIndex would run the script, all others would be ignored.
void SetbGpuDispatchForceLinear (bool Value)
 When enabled we force the dispatch to be linear (i.e. one dimension is used). NOTE: Cannot be used with OverrideGpuDispatchType.
void SetbOverrideGpuDispatchNumThreads (bool Value)
 When enabled we use a custom number of threads for the dispatch.
void SetbDisablePartialParticleUpdate (bool Value)
 Disables the ability to read / write from the same particle buffer, i.e. only update position and no other attributes. By default this should not be changed, but can be used to debug issues.

Static Public Member Functions

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

Public Attributes

Simulation Stage
FNiagaraParameterBindingWithValue OverrideGpuDispatchNumThreadsZ
 Parameter binding / constant value for Num Threads Z.
FNiagaraParameterBindingWithValue NumIterations
 Number of times (or iterations) the simulation stage will execute in a row. For example, setting this to 10 will mean this simulation stage runs 10 times in a row before the next stage. Can also be bound to a attribute so the simulation can dynamically decide.
ENiagaraSimStageExecuteBehavior ExecuteBehavior
 Controls when the simulation stage should execute, only valid for data interface iteration stages.
FIntPoint ParticleIterationStateRange
 The inclusive range used to check particle state binding against when enabled.
FNiagaraParameterBindingWithValue OverrideGpuDispatchNumThreadsX
 Parameter binding / constant value for Num Threads X.
FNiagaraParameterBindingWithValue OverrideGpuDispatchNumThreadsY
 Parameter binding / constant value for Num Threads Y.
ENiagaraIterationSource IterationSource
 Select what we should be iterating over, particles or data interfaces. The source provides things such as element count (when not overriden) and stack context variables (i.e. attributes on grids).
ENiagaraGpuDispatchType DirectDispatchType
 Dimensions to use for dispatch.
ENiagaraDirectDispatchElementType DirectDispatchElementType
 Customizes what the element count means for a direct dispatch.
FNiagaraParameterBindingWithValue ElementCountX
 Integer binding to override the number of elements the stage will execute along X. For example, if you want to iterate over a custom source such as triangles on a mesh you can set an int to the triangle count in an emitter script and bind that as the element count.
FNiagaraParameterBindingWithValue ElementCountY
 Integer binding to override the number of elements the stage will execute along Y. For example, if you want to iterate over a 2D texture you can set an int to the texture height in an emitter script and bind that as the element count.
FNiagaraParameterBindingWithValue ElementCountZ
 Integer binding to override the number of elements the stage will execute along Z. For example, if you want to iterate over a 3D texture you can set an int to the texture depth in an emitter script and bind that as the element count.
Public Attributes inherited from UNiagaraSimulationStageBase
FName SimulationStageName

Member Function Documentation

◆ SetbDisablePartialParticleUpdate()

void SetbDisablePartialParticleUpdate ( bool Value)

Disables the ability to read / write from the same particle buffer, i.e. only update position and no other attributes. By default this should not be changed, but can be used to debug issues.

◆ SetbGpuDispatchForceLinear()

void SetbGpuDispatchForceLinear ( bool Value)

When enabled we force the dispatch to be linear (i.e. one dimension is used). NOTE: Cannot be used with OverrideGpuDispatchType.

◆ SetbOverrideGpuDispatchNumThreads()

void SetbOverrideGpuDispatchNumThreads ( bool Value)

When enabled we use a custom number of threads for the dispatch.

◆ SetbParticleIterationStateEnabled()

void SetbParticleIterationStateEnabled ( bool Value)

When enabled we iterate over the subset of particles that satisfy the binding & range selected. For example, if the binding was set to Particles.MyStateIndex and the range was 1-3 only the particles with values of 1, 2 or 3 for Particles.MyStateIndex would run the script, all others would be ignored.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ DirectDispatchElementType

ENiagaraDirectDispatchElementType DirectDispatchElementType

Customizes what the element count means for a direct dispatch.

◆ DirectDispatchType

ENiagaraGpuDispatchType DirectDispatchType

Dimensions to use for dispatch.

◆ ElementCountX

Integer binding to override the number of elements the stage will execute along X. For example, if you want to iterate over a custom source such as triangles on a mesh you can set an int to the triangle count in an emitter script and bind that as the element count.

◆ ElementCountY

Integer binding to override the number of elements the stage will execute along Y. For example, if you want to iterate over a 2D texture you can set an int to the texture height in an emitter script and bind that as the element count.

◆ ElementCountZ

Integer binding to override the number of elements the stage will execute along Z. For example, if you want to iterate over a 3D texture you can set an int to the texture depth in an emitter script and bind that as the element count.

◆ ExecuteBehavior

ENiagaraSimStageExecuteBehavior ExecuteBehavior

Controls when the simulation stage should execute, only valid for data interface iteration stages.

◆ IterationSource

ENiagaraIterationSource IterationSource

Select what we should be iterating over, particles or data interfaces. The source provides things such as element count (when not overriden) and stack context variables (i.e. attributes on grids).

◆ NumIterations

Number of times (or iterations) the simulation stage will execute in a row. For example, setting this to 10 will mean this simulation stage runs 10 times in a row before the next stage. Can also be bound to a attribute so the simulation can dynamically decide.

◆ OverrideGpuDispatchNumThreadsX

FNiagaraParameterBindingWithValue OverrideGpuDispatchNumThreadsX

Parameter binding / constant value for Num Threads X.

◆ OverrideGpuDispatchNumThreadsY

FNiagaraParameterBindingWithValue OverrideGpuDispatchNumThreadsY

Parameter binding / constant value for Num Threads Y.

◆ OverrideGpuDispatchNumThreadsZ

FNiagaraParameterBindingWithValue OverrideGpuDispatchNumThreadsZ

Parameter binding / constant value for Num Threads Z.

◆ ParticleIterationStateRange

FIntPoint ParticleIterationStateRange

The inclusive range used to check particle state binding against when enabled.