|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
Public Member Functions | |
Functions | |
| void | SetbIgnoreTriggerVolumes (bool Value) |
| Any trigger volumes that are hit will be ignored. NOTE: This can be turned off if the TrigerVolume physics object type is not in the CollisionTypes array. Turning this off is strongly recommended as having it on prevents the code from running off the game thread. | |
| void | SetbPawnsDoNotDecrementCount (bool Value) |
| If true, then collisions with Pawns will still react, but the UsedMaxCollisions count will not be decremented. (ie., They don't 'count' as collisions) NOTE: Having this on prevents the code from running in parallel. | |
| void | SetbOnlyVerticalNormalsDecrementCount (bool Value) |
| If true, then collisions that do not have a vertical hit normal will still react, but UsedMaxCollisions count will not be decremented. (ie., They don't 'count' as collisions) Useful for having particles come to rest on floors. | |
| void | SetbDropDetail (bool Value) |
| If true, when the World->bDropDetail flag is set, the module will be ignored. | |
| void | SetbCollideOnlyIfVisible (bool Value) |
| If true, Particle collision only if particle system is currently being rendered. | |
| void | SetbIgnoreSourceActor (bool Value) |
| If true, then the source actor is ignored in collision checks. Defaults to true. | |
| void | SetbApplyPhysics (bool Value) |
| If true, physic will be applied between a particle and the object it collides with. This is one-way - particle --> object. The particle does not have physics applied to it - it just generates an impulse applied to the object it collides with. NOTE: having this on prevents the code from running off the game thread. | |
| Public Member Functions inherited from UParticleModule | |
| void | Setb3DDrawMode (bool Value) |
| If true, the module should render its 3D visualization helper. | |
| 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 UParticleModuleCollisionBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UParticleModule | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Collision | |
| FRawDistributionFloat | ParticleMass |
| The mass of the particle - for use when bApplyPhysics is true. Value is obtained using the EmitterTime at particle spawn. | |
| FRawDistributionFloat | MaxCollisions |
| How much to `slow' the rotation of the particle after a collision. Value is obtained using the EmitterTime at particle spawn. */ FRawDistributionVector DampingFactorRotation;. | |
| EParticleCollisionComplete | CollisionCompletionOption |
| What to do once a particles MaxCollisions is reached. One of the following: EPCC_Kill Kill the particle when MaxCollisions is reached EPCC_Freeze Freeze in place, NO MORE UPDATES EPCC_HaltCollisions, Stop collision checks, keep updating everything EPCC_FreezeTranslation, Stop translations, keep updating everything else EPCC_FreezeRotation, Stop rotations, keep updating everything else EPCC_FreezeMovement Stop all movement, keep updating. | |
| TArray< EObjectTypeQuery > | CollisionTypes |
| Which ObjectTypes to collide with. | |
| float32 | DirScalar |
| How much to `slow' the velocity of the particle after a collision. Value is obtained using the EmitterTime at particle spawn. */ FRawDistributionVector DampingFactor;. | |
| float32 | VerticalFudgeFactor |
| The fudge factor to use to determine vertical. True vertical will have a Hit.Normal.Z == 1.0 This will allow for Z components in the range of [1.0-VerticalFudgeFactor..1.0] to count as vertical collisions. | |
| FRawDistributionFloat | DelayAmount |
| How long to delay before checking a particle for collisions. Value is retrieved using the EmitterTime. During update, the particle flag IgnoreCollisions will be set until the particle RelativeTime has surpassed the DelayAmount. | |
Performance | |
| float32 | MaxCollisionDistance |
| Max distance at which particle collision will occur. | |
| Public Attributes inherited from UParticleModule | |
| FColor | ModuleEditorColor |
| The color to draw the modules curves in the curve editor. If bCurvesAsColor is true, it overrides this value. | |
| 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 |
| void SetbApplyPhysics | ( | bool | Value | ) |
If true, physic will be applied between a particle and the object it collides with. This is one-way - particle --> object. The particle does not have physics applied to it - it just generates an impulse applied to the object it collides with. NOTE: having this on prevents the code from running off the game thread.
| void SetbCollideOnlyIfVisible | ( | bool | Value | ) |
If true, Particle collision only if particle system is currently being rendered.
| void SetbDropDetail | ( | bool | Value | ) |
If true, when the World->bDropDetail flag is set, the module will be ignored.
| void SetbIgnoreSourceActor | ( | bool | Value | ) |
If true, then the source actor is ignored in collision checks. Defaults to true.
| void SetbIgnoreTriggerVolumes | ( | bool | Value | ) |
Any trigger volumes that are hit will be ignored. NOTE: This can be turned off if the TrigerVolume physics object type is not in the CollisionTypes array. Turning this off is strongly recommended as having it on prevents the code from running off the game thread.
| void SetbOnlyVerticalNormalsDecrementCount | ( | bool | Value | ) |
If true, then collisions that do not have a vertical hit normal will still react, but UsedMaxCollisions count will not be decremented. (ie., They don't 'count' as collisions) Useful for having particles come to rest on floors.
| void SetbPawnsDoNotDecrementCount | ( | bool | Value | ) |
If true, then collisions with Pawns will still react, but the UsedMaxCollisions count will not be decremented. (ie., They don't 'count' as collisions) NOTE: Having this on prevents the code from running in parallel.
|
static |
| EParticleCollisionComplete CollisionCompletionOption |
What to do once a particles MaxCollisions is reached. One of the following: EPCC_Kill Kill the particle when MaxCollisions is reached EPCC_Freeze Freeze in place, NO MORE UPDATES EPCC_HaltCollisions, Stop collision checks, keep updating everything EPCC_FreezeTranslation, Stop translations, keep updating everything else EPCC_FreezeRotation, Stop rotations, keep updating everything else EPCC_FreezeMovement Stop all movement, keep updating.
| TArray<EObjectTypeQuery> CollisionTypes |
Which ObjectTypes to collide with.
| FRawDistributionFloat DelayAmount |
How long to delay before checking a particle for collisions. Value is retrieved using the EmitterTime. During update, the particle flag IgnoreCollisions will be set until the particle RelativeTime has surpassed the DelayAmount.
| float32 DirScalar |
How much to `slow' the velocity of the particle after a collision. Value is obtained using the EmitterTime at particle spawn. */ FRawDistributionVector DampingFactor;.
/*! The directional scalar value - used to scale the bounds to 'assist' in avoiding inter-penetration or large gaps.
| float32 MaxCollisionDistance |
Max distance at which particle collision will occur.
| FRawDistributionFloat MaxCollisions |
How much to `slow' the rotation of the particle after a collision. Value is obtained using the EmitterTime at particle spawn. */ FRawDistributionVector DampingFactorRotation;.
/*! The maximum number of collisions a particle can have. Value is obtained using the EmitterTime at particle spawn.
| FRawDistributionFloat ParticleMass |
The mass of the particle - for use when bApplyPhysics is true. Value is obtained using the EmitterTime at particle spawn.
| float32 VerticalFudgeFactor |
The fudge factor to use to determine vertical. True vertical will have a Hit.Normal.Z == 1.0 This will allow for Z components in the range of [1.0-VerticalFudgeFactor..1.0] to count as vertical collisions.