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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| void | SetbOverrideInverseExposureBlend (bool Value) |
| When enabled we will override the project default setting with our local setting. | |
| 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 UParticleModuleLightBase | |
| 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 | |
Light | |
| FRawDistributionFloat | RadiusScale |
| Scales the particle's radius, to calculate the light's radius. | |
| bool | bAffectsTranslucency |
| Whether lights from this module should affect translucency. Use with caution. Modules enabling this should only make a few particle lights at most, and the smaller they are, the less they will cost. | |
| bool | bPreviewLightRadius |
| Will draw wireframe spheres to preview the light radius if enabled. Note: this is intended for previewing and the value will not be saved, it will always revert to disabled. | |
| float32 | SpawnFraction |
| Fraction of particles in this emitter to create lights on. | |
| FRawDistributionVector | ColorScaleOverLife |
| Scale that is applied to the particle's color to calculate the light's color, and can be setup as a curve over the particle's lifetime. | |
| FRawDistributionFloat | BrightnessOverLife |
| Brightness scale for the light, which can be setup as a curve over the particle's lifetime. | |
| bool | bUseInverseSquaredFalloff |
| Whether to use physically based inverse squared falloff from the light. If unchecked, the LightExponent distribution will be used instead. | |
| FRawDistributionFloat | LightExponent |
| Provides the light's exponent when inverse squared falloff is disabled. | |
| float32 | InverseExposureBlend |
| Blend Factor used to blend between Intensity and Intensity/Exposure. This is useful for gameplay lights that should have constant brighness on screen independent of current exposure. This feature can cause issues with exposure particularly when used on the primary light on a scene, as such it's usage should be limited. | |
| FLightingChannels | LightingChannels |
| Channels that this light should affect. Only affect high quality lights These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing. | |
| float32 | VolumetricScatteringIntensity |
| Intensity of the volumetric scattering from this light. This scales Intensity and LightColor. | |
| bool | bHighQualityLights |
| Converts the particle lights into high quality lights as if they came from a PointLightComponent. High quality lights cost significantly more on both CPU and GPU. | |
| bool | bShadowCastingLights |
| Whether to cast shadows from the particle lights. Requires High Quality Lights to be enabled. Warning: This can be incredibly expensive on the GPU - use with caution. | |
| 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 SetbOverrideInverseExposureBlend | ( | bool | Value | ) |
When enabled we will override the project default setting with our local setting.
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static |
| bool bAffectsTranslucency |
Whether lights from this module should affect translucency. Use with caution. Modules enabling this should only make a few particle lights at most, and the smaller they are, the less they will cost.
| bool bHighQualityLights |
Converts the particle lights into high quality lights as if they came from a PointLightComponent. High quality lights cost significantly more on both CPU and GPU.
| bool bPreviewLightRadius |
Will draw wireframe spheres to preview the light radius if enabled. Note: this is intended for previewing and the value will not be saved, it will always revert to disabled.
| FRawDistributionFloat BrightnessOverLife |
Brightness scale for the light, which can be setup as a curve over the particle's lifetime.
| bool bShadowCastingLights |
Whether to cast shadows from the particle lights. Requires High Quality Lights to be enabled. Warning: This can be incredibly expensive on the GPU - use with caution.
| bool bUseInverseSquaredFalloff |
Whether to use physically based inverse squared falloff from the light. If unchecked, the LightExponent distribution will be used instead.
| FRawDistributionVector ColorScaleOverLife |
Scale that is applied to the particle's color to calculate the light's color, and can be setup as a curve over the particle's lifetime.
| float32 InverseExposureBlend |
Blend Factor used to blend between Intensity and Intensity/Exposure. This is useful for gameplay lights that should have constant brighness on screen independent of current exposure. This feature can cause issues with exposure particularly when used on the primary light on a scene, as such it's usage should be limited.
| FRawDistributionFloat LightExponent |
Provides the light's exponent when inverse squared falloff is disabled.
| FLightingChannels LightingChannels |
Channels that this light should affect. Only affect high quality lights These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.
| FRawDistributionFloat RadiusScale |
Scales the particle's radius, to calculate the light's radius.
| float32 SpawnFraction |
Fraction of particles in this emitter to create lights on.
| float32 VolumetricScatteringIntensity |
Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.