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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
| int GetDataChannelElementCount | ( | const UNiagaraDataChannelAsset | Channel, |
| FNiagaraDataChannelSearchParameters | SearchParams, | ||
| bool | bReadPreviousFrame ) |
Returns the number of readable elements in the given data channel.
| WorldContextObject | World to execute in |
| Channel | The channel to read from |
| SearchParams | Parameters used when retrieving a specific set of Data Channel Data to read or write like the islands data channel type. |
| bReadPreviousFrame | True 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. |
| UNiagaraDataChannelReader ReadFromNiagaraDataChannel | ( | const UNiagaraDataChannelAsset | Channel, |
| FNiagaraDataChannelSearchParameters | SearchParams, | ||
| bool | bReadPreviousFrame ) |
Initializes and returns the Niagara Data Channel reader for the given data channel.
| WorldContextObject | World to execute in |
| Channel | The channel to read from |
| SearchParams | Parameters used when retrieving a specific set of Data Channel Data to read or write like the islands data channel type. |
| bReadPreviousFrame | True 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. |
| 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.
| WorldContextObject | World to execute in |
| Channel | The channel to write to |
| SearchParams | Parameters used when retrieving a specific set of Data Channel Data to read or write like the islands data channel type. |
| Count | The number of elements to write |
| bVisibleToGame | If true, the data written to this data channel is visible to Blueprint and C++ logic reading from it |
| bVisibleToCPU | If true, the data written to this data channel is visible to Niagara CPU emitters |
| bVisibleToGPU | If true, the data written to this data channel is visible to Niagara GPU emitters |
| DebugSource | Instigator for this write, used in the debug hud to track writes to the data channel from different sources |