G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Niagara Namespace Reference

Functions

Niagara
void SetSkeletalMeshDataInterfaceFilteredSockets (UNiagaraComponent NiagaraSystem, FString OverrideName, TArray< FName > FilteredSockets)
 Sets the Filtered Sockets to use on the skeletal mesh data interface, this is destructive as it modifies the data interface.
UNiagaraParameterCollectionInstance GetNiagaraParameterCollection (UNiagaraParameterCollection Collection)
 This is gonna be totally reworked UFUNCTION(BlueprintCallable, Category = Niagara, meta = (Keywords = "niagara System", UnsafeDuringActorConstruction = "true")) static void SetUpdateScriptConstant(UNiagaraComponent* Component, FName EmitterName, FName ConstantName, FVector Value);.
void OverrideSystemUserVariableSkeletalMeshComponent (UNiagaraComponent NiagaraSystem, FString OverrideName, USkeletalMeshComponent SkeletalMeshComponent)
 Sets a Niagara StaticMesh parameter by name, overriding locally if necessary.
void OverrideSystemUserVariableStaticMesh (UNiagaraComponent NiagaraSystem, FString OverrideName, UStaticMesh StaticMesh)
void OverrideSystemUserVariableStaticMeshComponent (UNiagaraComponent NiagaraSystem, FString OverrideName, UStaticMeshComponent StaticMeshComponent)
 Sets a Niagara StaticMesh parameter by name, overriding locally if necessary.
void ReleaseNiagaraGPURayTracedCollisionGroup (int CollisionGroup)
 Releases a collision group back to the system for use by ohers.
void SetActorNiagaraGPURayTracedCollisionGroup (AActor Actor, int CollisionGroup)
 Sets the Niagara GPU ray traced collision group for all primitive components on the given actor.
void SetComponentNiagaraGPURayTracedCollisionGroup (UPrimitiveComponent Primitive, int CollisionGroup)
 Sets the Niagara GPU ray traced collision group for the give primitive component.
void SetSkeletalMeshDataInterfaceFilteredBones (UNiagaraComponent NiagaraSystem, FString OverrideName, TArray< FName > FilteredBones)
 Sets the Filtered Bones to use on the skeletal mesh data interface, this is destructive as it modifies the data interface.
int AcquireNiagaraGPURayTracedCollisionGroup ()
 Returns a free collision group for use in HWRT collision group filtering. Returns -1 on failure.
void SetSkeletalMeshDataInterfaceSamplingRegions (UNiagaraComponent NiagaraSystem, FString OverrideName, TArray< FName > SamplingRegions)
 Sets the SamplingRegion to use on the skeletal mesh data interface, this is destructive as it modifies the data interface.
void SetTexture2DArrayObject (UNiagaraComponent NiagaraSystem, FString OverrideName, UTexture2DArray Texture)
 Overrides the 2D Array Texture for a Niagara 2D Array Texture Data Interface User Parameter.
void SetTextureObject (UNiagaraComponent NiagaraSystem, FString OverrideName, UTexture Texture)
 Overrides the Texture Object for a Niagara Texture Data Interface User Parameter.
void SetVolumeTextureObject (UNiagaraComponent NiagaraSystem, FString OverrideName, UVolumeTexture Texture)
 Overrides the Volume Texture for a Niagara Volume Texture Data Interface User Parameter.
UNiagaraComponent SpawnSystemAtLocation (UNiagaraSystem SystemTemplate, FVector Location, FRotator Rotation=FRotator(), FVector Scale=FVector(1.000000, 1.000000, 1.000000), bool bAutoDestroy=true, bool bAutoActivate=true, ENCPoolMethod PoolingMethod=ENCPoolMethod ::None, bool bPreCullCheck=true)
 Spawns a Niagara System at the specified world location/rotation.
UNiagaraComponent SpawnSystemAtLocationWithParams (FFXSystemSpawnParameters SpawnParams)
UNiagaraComponent SpawnSystemAttached (UNiagaraSystem SystemTemplate, USceneComponent AttachToComponent, FName AttachPointName, FVector Location, FRotator Rotation, EAttachLocation LocationType, bool bAutoDestroy, bool bAutoActivate=true, ENCPoolMethod PoolingMethod=ENCPoolMethod ::None, bool bPreCullCheck=true)
UNiagaraComponent SpawnSystemAttachedWithParams (FFXSystemSpawnParameters SpawnParams)

Function Documentation

◆ AcquireNiagaraGPURayTracedCollisionGroup()

int AcquireNiagaraGPURayTracedCollisionGroup ( )

Returns a free collision group for use in HWRT collision group filtering. Returns -1 on failure.

◆ GetNiagaraParameterCollection()

UNiagaraParameterCollectionInstance GetNiagaraParameterCollection ( UNiagaraParameterCollection Collection)

This is gonna be totally reworked UFUNCTION(BlueprintCallable, Category = Niagara, meta = (Keywords = "niagara System", UnsafeDuringActorConstruction = "true")) static void SetUpdateScriptConstant(UNiagaraComponent* Component, FName EmitterName, FName ConstantName, FVector Value);.

◆ OverrideSystemUserVariableSkeletalMeshComponent()

void OverrideSystemUserVariableSkeletalMeshComponent ( UNiagaraComponent NiagaraSystem,
FString OverrideName,
USkeletalMeshComponent SkeletalMeshComponent )

Sets a Niagara StaticMesh parameter by name, overriding locally if necessary.

◆ OverrideSystemUserVariableStaticMesh()

void OverrideSystemUserVariableStaticMesh ( UNiagaraComponent NiagaraSystem,
FString OverrideName,
UStaticMesh StaticMesh )

◆ OverrideSystemUserVariableStaticMeshComponent()

void OverrideSystemUserVariableStaticMeshComponent ( UNiagaraComponent NiagaraSystem,
FString OverrideName,
UStaticMeshComponent StaticMeshComponent )

Sets a Niagara StaticMesh parameter by name, overriding locally if necessary.

◆ ReleaseNiagaraGPURayTracedCollisionGroup()

void ReleaseNiagaraGPURayTracedCollisionGroup ( int CollisionGroup)

Releases a collision group back to the system for use by ohers.

◆ SetActorNiagaraGPURayTracedCollisionGroup()

void SetActorNiagaraGPURayTracedCollisionGroup ( AActor Actor,
int CollisionGroup )

Sets the Niagara GPU ray traced collision group for all primitive components on the given actor.

◆ SetComponentNiagaraGPURayTracedCollisionGroup()

void SetComponentNiagaraGPURayTracedCollisionGroup ( UPrimitiveComponent Primitive,
int CollisionGroup )

Sets the Niagara GPU ray traced collision group for the give primitive component.

◆ SetSkeletalMeshDataInterfaceFilteredBones()

void SetSkeletalMeshDataInterfaceFilteredBones ( UNiagaraComponent NiagaraSystem,
FString OverrideName,
TArray< FName > FilteredBones )

Sets the Filtered Bones to use on the skeletal mesh data interface, this is destructive as it modifies the data interface.

◆ SetSkeletalMeshDataInterfaceFilteredSockets()

void SetSkeletalMeshDataInterfaceFilteredSockets ( UNiagaraComponent NiagaraSystem,
FString OverrideName,
TArray< FName > FilteredSockets )

Sets the Filtered Sockets to use on the skeletal mesh data interface, this is destructive as it modifies the data interface.

◆ SetSkeletalMeshDataInterfaceSamplingRegions()

void SetSkeletalMeshDataInterfaceSamplingRegions ( UNiagaraComponent NiagaraSystem,
FString OverrideName,
TArray< FName > SamplingRegions )

Sets the SamplingRegion to use on the skeletal mesh data interface, this is destructive as it modifies the data interface.

◆ SetTexture2DArrayObject()

void SetTexture2DArrayObject ( UNiagaraComponent NiagaraSystem,
FString OverrideName,
UTexture2DArray Texture )

Overrides the 2D Array Texture for a Niagara 2D Array Texture Data Interface User Parameter.

◆ SetTextureObject()

void SetTextureObject ( UNiagaraComponent NiagaraSystem,
FString OverrideName,
UTexture Texture )

Overrides the Texture Object for a Niagara Texture Data Interface User Parameter.

◆ SetVolumeTextureObject()

void SetVolumeTextureObject ( UNiagaraComponent NiagaraSystem,
FString OverrideName,
UVolumeTexture Texture )

Overrides the Volume Texture for a Niagara Volume Texture Data Interface User Parameter.

◆ SpawnSystemAtLocation()

UNiagaraComponent SpawnSystemAtLocation ( UNiagaraSystem SystemTemplate,
FVector Location,
FRotator Rotation = FRotator ( ),
FVector Scale = FVector ( 1.000000 , 1.000000 , 1.000000 ),
bool bAutoDestroy = true,
bool bAutoActivate = true,
ENCPoolMethod PoolingMethod = ENCPoolMethod :: None,
bool bPreCullCheck = true )

Spawns a Niagara System at the specified world location/rotation.

Returns
The spawned UNiagaraComponent

◆ SpawnSystemAtLocationWithParams()

UNiagaraComponent SpawnSystemAtLocationWithParams ( FFXSystemSpawnParameters SpawnParams)

◆ SpawnSystemAttached()

UNiagaraComponent SpawnSystemAttached ( UNiagaraSystem SystemTemplate,
USceneComponent AttachToComponent,
FName AttachPointName,
FVector Location,
FRotator Rotation,
EAttachLocation LocationType,
bool bAutoDestroy,
bool bAutoActivate = true,
ENCPoolMethod PoolingMethod = ENCPoolMethod :: None,
bool bPreCullCheck = true )

◆ SpawnSystemAttachedWithParams()

UNiagaraComponent SpawnSystemAttachedWithParams ( FFXSystemSpawnParameters SpawnParams)