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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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A ParticleSystem is a complete particle effect that contains any number of ParticleEmitters. By allowing multiple emitters in a system, the designer can create elaborate particle effects that are held in a single system. Once created using Cascade, a ParticleSystem can then be inserted into a level or created in script. More...
Public Member Functions | |
Particle System | |
| bool | ContainsEmitterType (UClass TypeData) |
| Returns true if this system contains an emitter of the pasesd type. @ param TypeData - The emitter type to check for. Must be a child class of UParticleModuleTypeDataBase. | |
Functions | |
| void | SetbUseFixedRelativeBoundingBox (bool Value) |
| Whether to use the fixed relative bounding box or calculate it every frame. | |
| void | SetbUseRealtimeThumbnail (bool Value) |
| Inidicates the old 'real-time' thumbnail rendering should be used. | |
| void | SetbUseDelayRange (bool Value) |
| If true, select the emitter delay from the range [DelayLow..Delay]. | |
| void | SetbAllowManagedTicking (bool Value) |
| Whether or not to allow instances of this system to have their ticks managed. | |
| void | SetbAutoDeactivate (bool Value) |
| Auto-deactivate system if all emitters are determined to not spawn particles again, regardless of lifetime. | |
| void | SetbOrientZAxisTowardCamera (bool Value) |
| If true, the system's Z axis will be oriented toward the camera. | |
| 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 | |
Bounds | |
| FBox | FixedRelativeBoundingBox |
| Fixed relative bounding box for particle system. | |
Delay | |
| float32 | DelayLow |
| The low end of the emitter delay if using a range. | |
| float32 | Delay |
| How long this Particle system should delay when ActivateSystem is called on it. | |
LOD | |
| float32 | LODDistanceCheckTime |
| How often (in seconds) the system should perform the LOD distance check. | |
| TArray< float32 > | LODDistances |
| The array of distances for each LOD level in the system. Used when LODMethod is set to PARTICLESYSTEMLODMETHOD_Automatic. | |
| ParticleSystemLODMethod | LODMethod |
| The method of LOD level determination to utilize for this particle system PARTICLESYSTEMLODMETHOD_Automatic - Automatically set the LOD level, checking every LODDistanceCheckTime seconds. PARTICLESYSTEMLODMETHOD_DirectSet - LOD level is directly set by the game code. PARTICLESYSTEMLODMETHOD_ActivateAutomatic - LOD level is determined at Activation time, then left alone unless directly set by game code. | |
MacroUV | |
| float32 | MacroUVRadius |
| World space radius that UVs generated with the ParticleMacroUV material node will tile based on. | |
| FVector | MacroUVPosition |
| Local space position that UVs generated with the ParticleMacroUV material node will be centered on. | |
Materials | |
| TArray< FNamedEmitterMaterial > | NamedMaterialSlots |
| Array of named material slots for use by emitters of this system. Emitters can use these instead of their own materials by providing the name to the NamedMaterialOverrides property of their required module. These materials can be overridden using CreateNamedDynamicMaterialInstance() on a ParticleSystemComponent. | |
Occlusion | |
| FBox | CustomOcclusionBounds |
| The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds. | |
| EParticleSystemOcclusionBoundsMethod | OcclusionBoundsMethod |
| Which occlusion bounds method to use for this particle system. EPSOBM_None - Don't determine occlusion for this system. EPSOBM_ParticleBounds - Use the bounds of the component when determining occlusion. | |
ParticleSystem | |
| float32 | WarmupTickRate |
| WarmupTickRate - the time step for each tick during warm up. Increasing this improves performance. Decreasing, improves accuracy. Set to 0 to use the default tick time. | |
| float32 | UpdateTime_FPS |
| UpdateTime_FPS - the frame per second to update at in FixedTime mode. | |
| float32 | WarmupTime |
| WarmupTime - the time to warm-up the particle system when first rendered Warning: WarmupTime is implemented by simulating the particle system for the time requested upon activation. This is extremely prone to cause hitches, especially with large particle counts - use with caution. | |
| float32 | SecondsBeforeInactive |
| Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive. | |
| EParticleSystemUpdateMode | SystemUpdateMode |
Performance | |
| float32 | InsignificanceDelay |
| Time delay between all emitters becoming insignificant and the systems insignificant reaction. | |
| EParticleSignificanceLevel | MaxSignificanceLevel |
| The maximum level of significance for emitters in this system. Any emitters with a higher significance will be capped at this significance level. | |
| EParticleSystemInsignificanceReaction | InsignificantReaction |
| The reaction this system takes when all emitters are insignificant. | |
| uint | MinTimeBetweenTicks |
| Minimum duration between ticks; 33=tick at max. 30FPS, 16=60FPS, 8=120FPS. | |
Thumbnail | |
| float32 | ThumbnailWarmup |
| The time to warm-up the system for the thumbnail image. | |
| 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 ParticleSystem is a complete particle effect that contains any number of ParticleEmitters. By allowing multiple emitters in a system, the designer can create elaborate particle effects that are held in a single system. Once created using Cascade, a ParticleSystem can then be inserted into a level or created in script.
| bool ContainsEmitterType | ( | UClass | TypeData | ) |
Returns true if this system contains an emitter of the pasesd type. @ param TypeData - The emitter type to check for. Must be a child class of UParticleModuleTypeDataBase.
| void SetbAllowManagedTicking | ( | bool | Value | ) |
Whether or not to allow instances of this system to have their ticks managed.
| void SetbAutoDeactivate | ( | bool | Value | ) |
Auto-deactivate system if all emitters are determined to not spawn particles again, regardless of lifetime.
| void SetbOrientZAxisTowardCamera | ( | bool | Value | ) |
If true, the system's Z axis will be oriented toward the camera.
| void SetbUseDelayRange | ( | bool | Value | ) |
If true, select the emitter delay from the range [DelayLow..Delay].
| void SetbUseFixedRelativeBoundingBox | ( | bool | Value | ) |
Whether to use the fixed relative bounding box or calculate it every frame.
| void SetbUseRealtimeThumbnail | ( | bool | Value | ) |
Inidicates the old 'real-time' thumbnail rendering should be used.
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static |
| FBox CustomOcclusionBounds |
The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds.
| float32 Delay |
How long this Particle system should delay when ActivateSystem is called on it.
| float32 DelayLow |
The low end of the emitter delay if using a range.
| FBox FixedRelativeBoundingBox |
Fixed relative bounding box for particle system.
| float32 InsignificanceDelay |
Time delay between all emitters becoming insignificant and the systems insignificant reaction.
| EParticleSystemInsignificanceReaction InsignificantReaction |
The reaction this system takes when all emitters are insignificant.
| float32 LODDistanceCheckTime |
How often (in seconds) the system should perform the LOD distance check.
| TArray<float32> LODDistances |
The array of distances for each LOD level in the system. Used when LODMethod is set to PARTICLESYSTEMLODMETHOD_Automatic.
Example: System with 3 LOD levels LODDistances(0) = 0.0 LODDistances(1) = 2500.0 LODDistances(2) = 5000.0
In this case, when the system is [ 0.0 .. 2499.9] from the camera, LOD level 0 will be used. [2500.0 .. 4999.9] from the camera, LOD level 1 will be used. [5000.0 .. INFINITY] from the camera, LOD level 2 will be used.
| ParticleSystemLODMethod LODMethod |
The method of LOD level determination to utilize for this particle system PARTICLESYSTEMLODMETHOD_Automatic - Automatically set the LOD level, checking every LODDistanceCheckTime seconds. PARTICLESYSTEMLODMETHOD_DirectSet - LOD level is directly set by the game code. PARTICLESYSTEMLODMETHOD_ActivateAutomatic - LOD level is determined at Activation time, then left alone unless directly set by game code.
| FVector MacroUVPosition |
Local space position that UVs generated with the ParticleMacroUV material node will be centered on.
| float32 MacroUVRadius |
World space radius that UVs generated with the ParticleMacroUV material node will tile based on.
| EParticleSignificanceLevel MaxSignificanceLevel |
The maximum level of significance for emitters in this system. Any emitters with a higher significance will be capped at this significance level.
| uint MinTimeBetweenTicks |
Minimum duration between ticks; 33=tick at max. 30FPS, 16=60FPS, 8=120FPS.
| TArray<FNamedEmitterMaterial> NamedMaterialSlots |
Array of named material slots for use by emitters of this system. Emitters can use these instead of their own materials by providing the name to the NamedMaterialOverrides property of their required module. These materials can be overridden using CreateNamedDynamicMaterialInstance() on a ParticleSystemComponent.
| EParticleSystemOcclusionBoundsMethod OcclusionBoundsMethod |
Which occlusion bounds method to use for this particle system. EPSOBM_None - Don't determine occlusion for this system. EPSOBM_ParticleBounds - Use the bounds of the component when determining occlusion.
| float32 SecondsBeforeInactive |
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.
| EParticleSystemUpdateMode SystemUpdateMode |
| float32 ThumbnailWarmup |
The time to warm-up the system for the thumbnail image.
| float32 UpdateTime_FPS |
UpdateTime_FPS - the frame per second to update at in FixedTime mode.
| float32 WarmupTickRate |
WarmupTickRate - the time step for each tick during warm up. Increasing this improves performance. Decreasing, improves accuracy. Set to 0 to use the default tick time.
| float32 WarmupTime |
WarmupTime - the time to warm-up the particle system when first rendered Warning: WarmupTime is implemented by simulating the particle system for the time requested upon activation. This is extremely prone to cause hitches, especially with large particle counts - use with caution.