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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| void | SetbRemoveHMDRollInVR (bool Value) |
| If true, removes the HMD view roll (e.g. in VR). | |
| void | SetbSortOnlyWhenTranslucent (bool Value) |
| If true, the particles are only sorted when using a translucent material. | |
| void | SetbEnableCameraDistanceCulling (bool Value) |
| Enables frustum culling of individual sprites. | |
| 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 | 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. | |
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. | |
Cutout | |
| UTexture2D | CutoutTexture |
| Texture to generate bounding geometry from. | |
| ESubUVBoundingVertexCount | BoundingMode |
| More bounding vertices results in reduced overdraw, but adds more triangle overhead. The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large. | |
| EOpacitySourceMode | OpacitySourceMode |
| bool | bUseMaterialCutoutTexture |
| Use the cutout texture from the material opacity mask, or if none exist, from the material opacity. | |
| float32 | AlphaThreshold |
| Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. Raising this threshold slightly can reduce overdraw in particles using this animation asset. | |
Sorting | |
| ENiagaraSortMode | SortMode |
| Determines how we sort the particles prior to rendering. | |
| ENiagaraRendererSortPrecision | SortPrecision |
| Sort precision to use when sorting is active. | |
Sprite Rendering | |
| float32 | MinFacingCameraBlendDistance |
| When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane. | |
| float32 | MacroUVRadius |
| World space radius that UVs generated with the ParticleMacroUV material node will tile based on. | |
| 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. | |
| ENiagaraRendererPixelCoverageMode | PixelCoverageMode |
| This setting controls what happens when a sprite becomes less than a pixel in size. Disabling will apply nothing and can result in flickering issues, especially with Temporal Super Resolution. Automatic will enable the appropriate settings when the material blend mode is some form of translucency, project setting must also be enabled. When coverage is less than a pixel, we also calculate a percentage of coverage, and then darken or reduce opacity to visually compensate. The different enabled settings allow you to control how the coverage amount is applied to your particle color. If particle color is not connected to your material the compensation will not be applied. | |
| UMaterialInterface | Material |
| The material used to render the particle. Note that it must have the Use with Niagara Sprites flag checked. | |
| FVector2D | PivotInUVSpace |
| Determines the location of the pivot point of this particle. It follows Unreal's UV space, which has the upper left of the image at 0,0 and bottom right at 1,1. The middle is at 0.5, 0.5. NOTE: This value is ignored if "Pivot Offset Binding" is bound to a valid attribute. | |
| float32 | MaxFacingCameraBlendDistance |
| When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position. | |
| ENiagaraSpriteFacingMode | FacingMode |
| Determines how the particle billboard orients itself relative to the camera. | |
| ENiagaraSpriteAlignment | Alignment |
| Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes. | |
| ENiagaraRendererSourceDataMode | SourceMode |
| Whether or not to draw a single element for the Emitter or to draw the particles. | |
| FNiagaraUserParameterBinding | MaterialUserParamBinding |
| Use the UMaterialInterface bound to this user variable if it is set to a valid value. If this is bound to a valid value and Material is also set, UserParamBinding wins. | |
| float32 | PixelCoverageBlend |
| When pixel coverage is enabled this allows you to control the blend of the pixel coverage color adjustment. i.e. 1.0 = full, 0.5 = 50/50 blend, 0.0 = none. | |
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 | |
| float32 | MinCameraDistance |
| float32 | MaxCameraDistance |
| uint | RendererVisibility |
| If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer. | |
| 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 sprites.
| void SetbRemoveHMDRollInVR | ( | bool | Value | ) |
If true, removes the HMD view roll (e.g. in VR).
| 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.
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static |
| ENiagaraSpriteAlignment Alignment |
Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes.
| float32 AlphaThreshold |
Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. Raising this threshold slightly can reduce overdraw in particles using this animation asset.
| ESubUVBoundingVertexCount BoundingMode |
More bounding vertices results in reduced overdraw, but adds more triangle overhead. The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large.
| bool bUseMaterialCutoutTexture |
Use the cutout texture from the material opacity mask, or if none exist, from the material opacity.
| UTexture2D CutoutTexture |
Texture to generate bounding geometry from.
| ENiagaraSpriteFacingMode FacingMode |
Determines how the particle billboard orients itself relative to the camera.
| 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.
| float32 MacroUVRadius |
World space radius that UVs generated with the ParticleMacroUV material node will tile based on.
| UMaterialInterface Material |
The material used to render the particle. Note that it must have the Use with Niagara Sprites flag checked.
| FNiagaraRendererMaterialParameters MaterialParameters |
| FNiagaraUserParameterBinding MaterialUserParamBinding |
Use the UMaterialInterface bound to this user variable if it is set to a valid value. If this is bound to a valid value and Material is also set, UserParamBinding wins.
| float32 MaxCameraDistance |
| float32 MaxFacingCameraBlendDistance |
When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position.
| float32 MinCameraDistance |
| float32 MinFacingCameraBlendDistance |
When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane.
| EOpacitySourceMode OpacitySourceMode |
| FVector2D PivotInUVSpace |
Determines the location of the pivot point of this particle. It follows Unreal's UV space, which has the upper left of the image at 0,0 and bottom right at 1,1. The middle is at 0.5, 0.5. NOTE: This value is ignored if "Pivot Offset Binding" is bound to a valid attribute.
| float32 PixelCoverageBlend |
When pixel coverage is enabled this allows you to control the blend of the pixel coverage color adjustment. i.e. 1.0 = full, 0.5 = 50/50 blend, 0.0 = none.
| ENiagaraRendererPixelCoverageMode PixelCoverageMode |
This setting controls what happens when a sprite becomes less than a pixel in size. Disabling will apply nothing and can result in flickering issues, especially with Temporal Super Resolution. Automatic will enable the appropriate settings when the material blend mode is some form of translucency, project setting must also be enabled. When coverage is less than a pixel, we also calculate a percentage of coverage, and then darken or reduce opacity to visually compensate. The different enabled settings allow you to control how the coverage amount is applied to your particle color. If particle color is not connected to your material the compensation will not be applied.
| 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.