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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
| 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.
| 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 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.
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static |
| ENiagaraDirectDispatchElementType DirectDispatchElementType |
Customizes what the element count means for a direct dispatch.
| ENiagaraGpuDispatchType DirectDispatchType |
Dimensions to use for 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.
| ENiagaraSimStageExecuteBehavior ExecuteBehavior |
Controls when the simulation stage should execute, only valid for data interface iteration stages.
| 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).
| 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.
| FNiagaraParameterBindingWithValue OverrideGpuDispatchNumThreadsX |
Parameter binding / constant value for Num Threads X.
| FNiagaraParameterBindingWithValue OverrideGpuDispatchNumThreadsY |
Parameter binding / constant value for Num Threads Y.
| FNiagaraParameterBindingWithValue OverrideGpuDispatchNumThreadsZ |
Parameter binding / constant value for Num Threads Z.
| FIntPoint ParticleIterationStateRange |
The inclusive range used to check particle state binding against when enabled.