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

Functions

NiagaraDataChannel
UNiagaraDataChannelReader ReadFromNiagaraDataChannel (const UNiagaraDataChannelAsset Channel, FNiagaraDataChannelSearchParameters SearchParams, bool bReadPreviousFrame)
 Initializes and returns the Niagara Data Channel reader for the given data channel.
UNiagaraDataChannelWriter WriteToNiagaraDataChannel (const UNiagaraDataChannelAsset Channel, FNiagaraDataChannelSearchParameters SearchParams, int Count, bool bVisibleToGame, bool bVisibleToCPU, bool bVisibleToGPU, FString DebugSource)
 Initializes and returns the Niagara Data Channel writer to write N elements to the given data channel.
int GetDataChannelElementCount (const UNiagaraDataChannelAsset Channel, FNiagaraDataChannelSearchParameters SearchParams, bool bReadPreviousFrame)
 Returns the number of readable elements in the given data channel.

Function Documentation

◆ GetDataChannelElementCount()

int GetDataChannelElementCount ( const UNiagaraDataChannelAsset Channel,
FNiagaraDataChannelSearchParameters SearchParams,
bool bReadPreviousFrame )

Returns the number of readable elements in the given data channel.

Parameters
WorldContextObjectWorld to execute in
ChannelThe channel to read from
SearchParamsParameters used when retrieving a specific set of Data Channel Data to read or write like the islands data channel type.
bReadPreviousFrameTrue if this reader will read the previous frame's data. If false, we read the current frame. Reading the current frame allows for zero latency reads, but any data elements that are generated after this reader is used are missed. Reading the previous frame's data introduces a frame of latency but ensures we never miss any data as we have access to the whole frame.

◆ ReadFromNiagaraDataChannel()

UNiagaraDataChannelReader ReadFromNiagaraDataChannel ( const UNiagaraDataChannelAsset Channel,
FNiagaraDataChannelSearchParameters SearchParams,
bool bReadPreviousFrame )

Initializes and returns the Niagara Data Channel reader for the given data channel.

Parameters
WorldContextObjectWorld to execute in
ChannelThe channel to read from
SearchParamsParameters used when retrieving a specific set of Data Channel Data to read or write like the islands data channel type.
bReadPreviousFrameTrue if this reader will read the previous frame's data. If false, we read the current frame. Reading the current frame allows for zero latency reads, but any data elements that are generated after this reader is used are missed. Reading the previous frame's data introduces a frame of latency but ensures we never miss any data as we have access to the whole frame.

◆ WriteToNiagaraDataChannel()

UNiagaraDataChannelWriter WriteToNiagaraDataChannel ( const UNiagaraDataChannelAsset Channel,
FNiagaraDataChannelSearchParameters SearchParams,
int Count,
bool bVisibleToGame,
bool bVisibleToCPU,
bool bVisibleToGPU,
FString DebugSource )

Initializes and returns the Niagara Data Channel writer to write N elements to the given data channel.

Parameters
WorldContextObjectWorld to execute in
ChannelThe channel to write to
SearchParamsParameters used when retrieving a specific set of Data Channel Data to read or write like the islands data channel type.
CountThe number of elements to write
bVisibleToGameIf true, the data written to this data channel is visible to Blueprint and C++ logic reading from it
bVisibleToCPUIf true, the data written to this data channel is visible to Niagara CPU emitters
bVisibleToGPUIf true, the data written to this data channel is visible to Niagara GPU emitters
DebugSourceInstigator for this write, used in the debug hud to track writes to the data channel from different sources