G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UParticleModuleLocationBoneSocket Class Reference

Public Member Functions

Functions
void SetbInheritBoneVelocity (bool Value)
 If true, particles inherit the associated bone velocity when spawned.
void SetbUpdatePositionEachFrame (bool Value)
 If true, update the particle locations each frame with that of the bone/socket.
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 UParticleModuleLocationBase
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

BoneSocket
FVector UniversalOffset
 An offset to apply to each bone/socket.
TArray< FLocationBoneSocketInfo > SourceLocations
 The name(s) of the bone/socket(s) to position at. If this is empty, the module will attempt to spawn from all bones or sockets.
ELocationBoneSocketSelectionMethod SelectionMethod
 The method by which to select the bone/socket to spawn at.
float32 InheritVelocityScale
 A scale on how much of the bone's velocity a particle will inherit.
FName SkelMeshActorParamName
 The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game.
int NumPreSelectedIndices
 When we have no source locations and we need to track bone velocities due to bInheritBoneVelocity, we pre select a set of bones to use each frame. This property determines how big the list is. Too low and the randomness of selection may suffer, too high and memory will be wasted.
USkeletalMesh EditorSkelMesh
 The name of the skeletal mesh to use in the editor.
ELocationBoneSocketSource SourceType
 Whether the module uses Bones or Sockets for locations.
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

Member Function Documentation

◆ SetbInheritBoneVelocity()

void SetbInheritBoneVelocity ( bool Value)

If true, particles inherit the associated bone velocity when spawned.

◆ SetbUpdatePositionEachFrame()

void SetbUpdatePositionEachFrame ( bool Value)

If true, update the particle locations each frame with that of the bone/socket.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ EditorSkelMesh

USkeletalMesh EditorSkelMesh

The name of the skeletal mesh to use in the editor.

◆ InheritVelocityScale

float32 InheritVelocityScale

A scale on how much of the bone's velocity a particle will inherit.

◆ NumPreSelectedIndices

int NumPreSelectedIndices

When we have no source locations and we need to track bone velocities due to bInheritBoneVelocity, we pre select a set of bones to use each frame. This property determines how big the list is. Too low and the randomness of selection may suffer, too high and memory will be wasted.

◆ SelectionMethod

The method by which to select the bone/socket to spawn at.

SEL_Sequential - loop through the bone/socket array in order SEL_Random - randomly select a bone/socket from the array

◆ SkelMeshActorParamName

FName SkelMeshActorParamName

The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game.

◆ SourceLocations

TArray<FLocationBoneSocketInfo> SourceLocations

The name(s) of the bone/socket(s) to position at. If this is empty, the module will attempt to spawn from all bones or sockets.

◆ SourceType

Whether the module uses Bones or Sockets for locations.

BONESOCKETSOURCE_Bones - Use Bones as the source locations. BONESOCKETSOURCE_Sockets - Use Sockets as the source locations.

◆ UniversalOffset

FVector UniversalOffset

An offset to apply to each bone/socket.