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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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A Niagara System contains multiple Niagara Emitters to create various effects. Niagara Systems can be placed in the world, unlike Emitters, and expose User Parameters to configure an effect at runtime. More...
Public Member Functions | |
Functions | |
| void | SetbOverrideTranslucencySortPriority (bool Value) |
| void | SetbBakeOutRapidIterationOnCook (bool Value) |
| When enabled constant values are baked into scripts to improve performance. | |
| void | SetbCompressAttributes (bool Value) |
| Toggles whether or not emitters within this system will try and compress their particle attributes. In some cases, this precision change can lead to perceivable differences, but memory costs and or performance (especially true for GPU emitters) can improve. | |
| void | SetbTrimAttributes (bool Value) |
| When enabled we trim particle attributes while editing the system. | |
| void | SetbTrimAttributesOnCook (bool Value) |
| If true Particle attributes will be removed from the DataSet if they are unnecessary (are never read by ParameterMap). | |
| void | SetbIgnoreParticleReadsForAttributeTrim (bool Value) |
| If true ParticleReads will not absolutely prevent attribute trimming - User must ensure that the appropriate attributes are preserved on the source emitter! | |
| void | SetbDisableDebugSwitches (bool Value) |
| When enable debug switches are disabled while editing the system. | |
| void | SetbDisableDebugSwitchesOnCook (bool Value) |
| When enabled debug switches are disabled when compiling the system. | |
| void | SetbSupportLargeWorldCoordinates (bool Value) |
| If true then position type values will be rebased on system activation to fit into a float precision vector. This needs to be turned off when using a custom data interface or renderer that does not support the rebasing. | |
| void | SetbOverrideCastShadow (bool Value) |
| Various optional overrides for component properties when spawning a system. | |
| void | SetbOverrideReceivesDecals (bool Value) |
| void | SetbOverrideRenderCustomDepth (bool Value) |
| void | SetbOverrideCustomDepthStencilValue (bool Value) |
| void | SetbOverrideCustomDepthStencilWriteMask (bool Value) |
| void | SetbBakeOutRapidIteration (bool Value) |
| When enable constant values are baked into the scripts while editing the system, this will increase iteration times but improve performance. | |
| void | SetbOverrideTranslucencySortDistanceOffset (bool Value) |
| bool | GetbCastShadow () const |
| When enabled this is the default value set on the component. Controls whether the primitive component should cast a shadow or not. | |
| void | SetbCastShadow (bool Value) |
| When enabled this is the default value set on the component. Controls whether the primitive component should cast a shadow or not. | |
| bool | GetbReceivesDecals () const |
| When enabled this is the default value set on the component. Whether the primitive receives decals. | |
| void | SetbReceivesDecals (bool Value) |
| When enabled this is the default value set on the component. Whether the primitive receives decals. | |
| bool | GetbRenderCustomDepth () const |
| When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled. | |
| void | SetbRenderCustomDepth (bool Value) |
| When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled. | |
| void | SetbDisableExperimentalVM (bool Value) |
| If true, disables optimized VM, if available. | |
| void | SetbInitialOwnerVelocityFromActor (bool Value) |
| When enabled we use the owner actor's velocity for the first frame. If we do not have an owner actor, or this is disable then the first frame's velocity will be zero. | |
| void | SetbFixedBounds (bool Value) |
| Whether or not fixed bounds are enabled. | |
| void | SetbOverrideAllowCullingForLocalPlayers (bool Value) |
| Controls whether we should override the Effect Type value for bAllowCullingForLocalPlayers. | |
| void | SetbAllowCullingForLocalPlayersOverride (bool Value) |
| The override value for bAllowCullingForLocalPlayers from the Effect Type. | |
| void | SetbAllowSystemStateFastPath (bool Value) |
| When enabled if all emitters don't require script execution and the system script is empty / constant we can invoke a faster CPU path. | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UFXSystemAsset | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Asset Options | |
| FText | TemplateAssetDescription |
Debug | |
| bool | bDumpDebugEmitterInfo |
| bool | bDumpDebugSystemInfo |
Performance | |
| bool | bRequireCurrentFrameData |
| When enabled, we follow the settings on the UNiagaraComponent for tick order. When this option is disabled, we ignore any dependencies from data interfaces or other variables and instead fire off the simulation as early in the frame as possible. 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. | |
Rendering | |
| bool | bReceivesDecals |
| When enabled this is the default value set on the component. Whether the primitive receives decals. | |
| int | TranslucencySortPriority |
| When enabled this is the default value set on the component. Adjusts the translucent object sorting priority, see PrimitiveComponent description for more details. | |
| bool | bCastShadow |
| When enabled this is the default value set on the component. Controls whether the primitive component should cast a shadow or not. | |
| int | CustomDepthStencilValue |
| When enabled this is the default value set on the component. Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3). | |
| float32 | TranslucencySortDistanceOffset |
| When enabled this is the default value set on the component. Modifies the sort distance for translucent objects, see PrimitiveComponent description for more details. | |
| bool | bRenderCustomDepth |
| When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled. | |
| ERendererStencilMask | CustomDepthStencilWriteMask |
| When enabled this is the default value set on the component. Mask used for stencil buffer writes. | |
Scalability | |
| FNiagaraSystemScalabilityOverrides | SystemScalabilityOverrides |
| bool | bOverrideScalabilitySettings |
| FNiagaraPlatformSet | Platforms |
System | |
| float32 | WarmupTickDelta |
| Delta time to use for warmup ticks. | |
| int | RandomSeed |
| Seed used for system script random number generator. | |
| float32 | WarmupTime |
| Warm up time in seconds. Used to calculate WarmupTickCount. Rounds down to the nearest multiple of WarmupTickDelta. | |
| int | WarmupTickCount |
| Number of ticks to process for warmup. You can set by this or by time via WarmupTime. | |
| bool | bDeterminism |
| When disabled we will generate a RandomSeed per instance on reset which is not deterministic. When enabled we will always use the RandomSeed from the system plus the components RandomSeedOffset, this allows for determinism but variance between components. | |
| bool | bFixedTickDelta |
| float32 | FixedTickDeltaTime |
| If activated, the system ticks with a fixed delta time instead of the varying game thread delta time. This leads to much more stable simulations. When the fixed tick delta is smaller than the game thread tick time the simulation is substepping by executing multiple ticks per frame. Note that activating this feature forces the system to tick on the game thread instead of an async task in parallel. | |
| FBox | FixedBounds |
| The fixed bounding box value for the whole system. When placed in the level and the bounding box is not visible to the camera, the effect is culled from rendering. | |
| UNiagaraEffectType | EffectType |
| An effect types defines settings shared between systems, for example scalability and validation rules. Things like environment fx usually have a different effect type than gameplay relevant fx such as weapon impacts. This way whole classes of effects can be adjusted at once. | |
| TArray< TObjectPtr< UNiagaraParameterCollectionInstance > > | ParameterCollectionOverrides |
| Public Attributes inherited from UFXSystemAsset | |
| uint | PoolPrimeSize |
| How many instances we should use to initially prime the pool. This can amortize runtime activation cost by moving it to load time. Use with care as this could cause large hitches for systems loaded/unloaded during play rather than at level load. | |
| uint | MaxPoolSize |
| Max number of components of this system to keep resident in the world component pool. | |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
A Niagara System contains multiple Niagara Emitters to create various effects. Niagara Systems can be placed in the world, unlike Emitters, and expose User Parameters to configure an effect at runtime.
| bool GetbCastShadow | ( | ) | const |
When enabled this is the default value set on the component. Controls whether the primitive component should cast a shadow or not.
| bool GetbReceivesDecals | ( | ) | const |
When enabled this is the default value set on the component. Whether the primitive receives decals.
| bool GetbRenderCustomDepth | ( | ) | const |
When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled.
| void SetbAllowCullingForLocalPlayersOverride | ( | bool | Value | ) |
The override value for bAllowCullingForLocalPlayers from the Effect Type.
| void SetbAllowSystemStateFastPath | ( | bool | Value | ) |
When enabled if all emitters don't require script execution and the system script is empty / constant we can invoke a faster CPU path.
| void SetbBakeOutRapidIteration | ( | bool | Value | ) |
When enable constant values are baked into the scripts while editing the system, this will increase iteration times but improve performance.
| void SetbBakeOutRapidIterationOnCook | ( | bool | Value | ) |
When enabled constant values are baked into scripts to improve performance.
| void SetbCastShadow | ( | bool | Value | ) |
When enabled this is the default value set on the component. Controls whether the primitive component should cast a shadow or not.
| void SetbCompressAttributes | ( | bool | Value | ) |
Toggles whether or not emitters within this system will try and compress their particle attributes. In some cases, this precision change can lead to perceivable differences, but memory costs and or performance (especially true for GPU emitters) can improve.
| void SetbDisableDebugSwitches | ( | bool | Value | ) |
When enable debug switches are disabled while editing the system.
| void SetbDisableDebugSwitchesOnCook | ( | bool | Value | ) |
When enabled debug switches are disabled when compiling the system.
| void SetbDisableExperimentalVM | ( | bool | Value | ) |
If true, disables optimized VM, if available.
| void SetbFixedBounds | ( | bool | Value | ) |
Whether or not fixed bounds are enabled.
| void SetbIgnoreParticleReadsForAttributeTrim | ( | bool | Value | ) |
If true ParticleReads will not absolutely prevent attribute trimming - User must ensure that the appropriate attributes are preserved on the source emitter!
| void SetbInitialOwnerVelocityFromActor | ( | bool | Value | ) |
When enabled we use the owner actor's velocity for the first frame. If we do not have an owner actor, or this is disable then the first frame's velocity will be zero.
| void SetbOverrideAllowCullingForLocalPlayers | ( | bool | Value | ) |
Controls whether we should override the Effect Type value for bAllowCullingForLocalPlayers.
| void SetbOverrideCastShadow | ( | bool | Value | ) |
Various optional overrides for component properties when spawning a system.
| void SetbOverrideCustomDepthStencilValue | ( | bool | Value | ) |
| void SetbOverrideCustomDepthStencilWriteMask | ( | bool | Value | ) |
| void SetbOverrideReceivesDecals | ( | bool | Value | ) |
| void SetbOverrideRenderCustomDepth | ( | bool | Value | ) |
| void SetbOverrideTranslucencySortDistanceOffset | ( | bool | Value | ) |
| void SetbOverrideTranslucencySortPriority | ( | bool | Value | ) |
| void SetbReceivesDecals | ( | bool | Value | ) |
When enabled this is the default value set on the component. Whether the primitive receives decals.
| void SetbRenderCustomDepth | ( | bool | Value | ) |
When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled.
| void SetbSupportLargeWorldCoordinates | ( | bool | Value | ) |
If true then position type values will be rebased on system activation to fit into a float precision vector. This needs to be turned off when using a custom data interface or renderer that does not support the rebasing.
| void SetbTrimAttributes | ( | bool | Value | ) |
When enabled we trim particle attributes while editing the system.
| void SetbTrimAttributesOnCook | ( | bool | Value | ) |
If true Particle attributes will be removed from the DataSet if they are unnecessary (are never read by ParameterMap).
|
static |
| bool bCastShadow |
When enabled this is the default value set on the component. Controls whether the primitive component should cast a shadow or not.
| bool bDeterminism |
When disabled we will generate a RandomSeed per instance on reset which is not deterministic. When enabled we will always use the RandomSeed from the system plus the components RandomSeedOffset, this allows for determinism but variance between components.
| bool bDumpDebugEmitterInfo |
| bool bDumpDebugSystemInfo |
| bool bFixedTickDelta |
| bool bOverrideScalabilitySettings |
| bool bReceivesDecals |
When enabled this is the default value set on the component. Whether the primitive receives decals.
| bool bRenderCustomDepth |
When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled.
| bool bRequireCurrentFrameData |
When enabled, we follow the settings on the UNiagaraComponent for tick order. When this option is disabled, we ignore any dependencies from data interfaces or other variables and instead fire off the simulation as early in the frame as possible. 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.
| int CustomDepthStencilValue |
When enabled this is the default value set on the component. Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3).
| ERendererStencilMask CustomDepthStencilWriteMask |
When enabled this is the default value set on the component. Mask used for stencil buffer writes.
| UNiagaraEffectType EffectType |
An effect types defines settings shared between systems, for example scalability and validation rules. Things like environment fx usually have a different effect type than gameplay relevant fx such as weapon impacts. This way whole classes of effects can be adjusted at once.
| FBox FixedBounds |
The fixed bounding box value for the whole system. When placed in the level and the bounding box is not visible to the camera, the effect is culled from rendering.
| float32 FixedTickDeltaTime |
If activated, the system ticks with a fixed delta time instead of the varying game thread delta time. This leads to much more stable simulations. When the fixed tick delta is smaller than the game thread tick time the simulation is substepping by executing multiple ticks per frame. Note that activating this feature forces the system to tick on the game thread instead of an async task in parallel.
The max number of substeps per frame can be set via fx.Niagara.SystemSimulation.MaxTickSubsteps
| TArray<TObjectPtr<UNiagaraParameterCollectionInstance> > ParameterCollectionOverrides |
| FNiagaraPlatformSet Platforms |
| int RandomSeed |
Seed used for system script random number generator.
| FNiagaraSystemScalabilityOverrides SystemScalabilityOverrides |
| FText TemplateAssetDescription |
| float32 TranslucencySortDistanceOffset |
When enabled this is the default value set on the component. Modifies the sort distance for translucent objects, see PrimitiveComponent description for more details.
| int TranslucencySortPriority |
When enabled this is the default value set on the component. Adjusts the translucent object sorting priority, see PrimitiveComponent description for more details.
| int WarmupTickCount |
Number of ticks to process for warmup. You can set by this or by time via WarmupTime.
| float32 WarmupTickDelta |
Delta time to use for warmup ticks.
| float32 WarmupTime |
Warm up time in seconds. Used to calculate WarmupTickCount. Rounds down to the nearest multiple of WarmupTickDelta.