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

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

Detailed Description

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.

Member Function Documentation

◆ GetbCastShadow()

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.

◆ GetbReceivesDecals()

bool GetbReceivesDecals ( ) const

When enabled this is the default value set on the component. Whether the primitive receives decals.

◆ GetbRenderCustomDepth()

bool GetbRenderCustomDepth ( ) const

When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled.

◆ SetbAllowCullingForLocalPlayersOverride()

void SetbAllowCullingForLocalPlayersOverride ( bool Value)

The override value for bAllowCullingForLocalPlayers from the Effect Type.

◆ SetbAllowSystemStateFastPath()

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.

◆ SetbBakeOutRapidIteration()

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.

◆ SetbBakeOutRapidIterationOnCook()

void SetbBakeOutRapidIterationOnCook ( bool Value)

When enabled constant values are baked into scripts to improve performance.

◆ SetbCastShadow()

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.

◆ SetbCompressAttributes()

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.

◆ SetbDisableDebugSwitches()

void SetbDisableDebugSwitches ( bool Value)

When enable debug switches are disabled while editing the system.

◆ SetbDisableDebugSwitchesOnCook()

void SetbDisableDebugSwitchesOnCook ( bool Value)

When enabled debug switches are disabled when compiling the system.

◆ SetbDisableExperimentalVM()

void SetbDisableExperimentalVM ( bool Value)

If true, disables optimized VM, if available.

◆ SetbFixedBounds()

void SetbFixedBounds ( bool Value)

Whether or not fixed bounds are enabled.

◆ SetbIgnoreParticleReadsForAttributeTrim()

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!

◆ SetbInitialOwnerVelocityFromActor()

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.

◆ SetbOverrideAllowCullingForLocalPlayers()

void SetbOverrideAllowCullingForLocalPlayers ( bool Value)

Controls whether we should override the Effect Type value for bAllowCullingForLocalPlayers.

◆ SetbOverrideCastShadow()

void SetbOverrideCastShadow ( bool Value)

Various optional overrides for component properties when spawning a system.

◆ SetbOverrideCustomDepthStencilValue()

void SetbOverrideCustomDepthStencilValue ( bool Value)

◆ SetbOverrideCustomDepthStencilWriteMask()

void SetbOverrideCustomDepthStencilWriteMask ( bool Value)

◆ SetbOverrideReceivesDecals()

void SetbOverrideReceivesDecals ( bool Value)

◆ SetbOverrideRenderCustomDepth()

void SetbOverrideRenderCustomDepth ( bool Value)

◆ SetbOverrideTranslucencySortDistanceOffset()

void SetbOverrideTranslucencySortDistanceOffset ( bool Value)

◆ SetbOverrideTranslucencySortPriority()

void SetbOverrideTranslucencySortPriority ( bool Value)

◆ SetbReceivesDecals()

void SetbReceivesDecals ( bool Value)

When enabled this is the default value set on the component. Whether the primitive receives decals.

◆ SetbRenderCustomDepth()

void SetbRenderCustomDepth ( bool Value)

When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled.

◆ SetbSupportLargeWorldCoordinates()

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.

◆ SetbTrimAttributes()

void SetbTrimAttributes ( bool Value)

When enabled we trim particle attributes while editing the system.

◆ SetbTrimAttributesOnCook()

void SetbTrimAttributesOnCook ( bool Value)

If true Particle attributes will be removed from the DataSet if they are unnecessary (are never read by ParameterMap).

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bCastShadow

bool bCastShadow

When enabled this is the default value set on the component. Controls whether the primitive component should cast a shadow or not.

◆ bDeterminism

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.

◆ bDumpDebugEmitterInfo

bool bDumpDebugEmitterInfo

◆ bDumpDebugSystemInfo

bool bDumpDebugSystemInfo

◆ bFixedTickDelta

bool bFixedTickDelta

◆ bOverrideScalabilitySettings

bool bOverrideScalabilitySettings

◆ bReceivesDecals

bool bReceivesDecals

When enabled this is the default value set on the component. Whether the primitive receives decals.

◆ bRenderCustomDepth

bool bRenderCustomDepth

When enabled this is the default value set on the component. This primitive has bRenderCustomDepth enabled.

◆ bRequireCurrentFrameData

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.

◆ CustomDepthStencilValue

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).

◆ CustomDepthStencilWriteMask

ERendererStencilMask CustomDepthStencilWriteMask

When enabled this is the default value set on the component. Mask used for stencil buffer writes.

◆ EffectType

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.

◆ FixedBounds

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.

◆ FixedTickDeltaTime

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

◆ ParameterCollectionOverrides

TArray<TObjectPtr<UNiagaraParameterCollectionInstance> > ParameterCollectionOverrides

◆ Platforms

◆ RandomSeed

int RandomSeed

Seed used for system script random number generator.

◆ SystemScalabilityOverrides

FNiagaraSystemScalabilityOverrides SystemScalabilityOverrides

◆ TemplateAssetDescription

FText TemplateAssetDescription

◆ TranslucencySortDistanceOffset

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.

◆ TranslucencySortPriority

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.

◆ WarmupTickCount

int WarmupTickCount

Number of ticks to process for warmup. You can set by this or by time via WarmupTime.

◆ WarmupTickDelta

float32 WarmupTickDelta

Delta time to use for warmup ticks.

◆ WarmupTime

float32 WarmupTime

Warm up time in seconds. Used to calculate WarmupTickCount. Rounds down to the nearest multiple of WarmupTickDelta.