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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Settings applied when building Nanite data. More...
Public Member Functions | |
Functions | |
| void | SetbPreserveArea (bool Value) |
| Whether to try and maintain the same surface area at all distances. Useful for foliage that thins out otherwise. | |
| bool | GetbEnabled () const |
| If true, Nanite data will be generated. | |
| void | SetbEnabled (bool Value) |
| If true, Nanite data will be generated. | |
| bool | GetbPreserveArea () const |
| Whether to try and maintain the same surface area at all distances. Useful for foliage that thins out otherwise. | |
| FMeshNaniteSettings & | opAssign (FMeshNaniteSettings Other) |
| bool | GetbExplicitTangents () const |
| Whether to store explicit tangents instead of using the implicitly derived ones. | |
| void | SetbExplicitTangents (bool Value) |
| Whether to store explicit tangents instead of using the implicitly derived ones. | |
| bool | GetbLerpUVs () const |
| Whether to interpolate UVs when simplifying. Should be enabled whenever possible. For real UV coordinates this allows calculating the lowest error optimal UVs for new vertices when simplifying, assuming the UVs are used as normal texture coordinates and will interpolate across the face of the triangles. | |
| void | SetbLerpUVs (bool Value) |
| Whether to interpolate UVs when simplifying. Should be enabled whenever possible. For real UV coordinates this allows calculating the lowest error optimal UVs for new vertices when simplifying, assuming the UVs are used as normal texture coordinates and will interpolate across the face of the triangles. | |
Public Attributes | |
NaniteSettings | |
| float32 | FallbackPercentTriangles |
| Percentage of triangles to keep from source mesh for fallback. 1.0 = no reduction, 0.0 = no triangles. | |
| int | NormalPrecision |
| Normal Precision in bits. -1 is auto. | |
| int | TangentPrecision |
| Tangent Precision in bits. -1 is auto. | |
| uint | TargetMinimumResidencyInKB |
| How much of the resource should always be resident (In KB). Approximate due to paging. 0: Minimum size (single page). MAX_uint32: Entire mesh. | |
| float32 | KeepPercentTriangles |
| Percentage of triangles to keep from source mesh. 1.0 = no reduction, 0.0 = no triangles. | |
| float32 | TrimRelativeError |
| Reduce until at least this amount of error is reached relative to size of the mesh. | |
| ENaniteGenerateFallback | GenerateFallback |
| Whether fallback mesh should be generated. | |
| ENaniteFallbackTarget | FallbackTarget |
| Which heuristic to use when generating the fallback mesh. | |
| int | PositionPrecision |
| Position Precision. Step size is 2^(-PositionPrecision) cm. MIN_int32 is auto. | |
| float32 | FallbackRelativeError |
| Reduce until at least this amount of error is reached relative to size of the mesh. | |
| float32 | MaxEdgeLengthFactor |
| Controls the maximum distance allowed between each vertex of the mesh on screen. Can be used to prevent oversimplification of meshes that are intended to be deformed (e.g. animation using World Position Offset, Spline Mesh Component, etc.). Should be left at default of 0 unless explicitly needed to fix oversimplification issues. | |
| int | DisplacementUVChannel |
| UV channel used to sample displacement maps. | |
| TArray< FMeshDisplacementMap > | DisplacementMaps |
Variables | |
| bool | bPreserveArea |
| bool | bExplicitTangents |
| bool | bLerpUVs |
| bool | bEnabled |
Settings applied when building Nanite data.
| bool GetbEnabled | ( | ) | const |
If true, Nanite data will be generated.
| bool GetbExplicitTangents | ( | ) | const |
Whether to store explicit tangents instead of using the implicitly derived ones.
| bool GetbLerpUVs | ( | ) | const |
Whether to interpolate UVs when simplifying. Should be enabled whenever possible. For real UV coordinates this allows calculating the lowest error optimal UVs for new vertices when simplifying, assuming the UVs are used as normal texture coordinates and will interpolate across the face of the triangles.
Disable if data stored in UVs isn't valid to interpolate, for example if indexes are stored in UVs. Lerping an index doesn't make sense and would break the shader trying to use it. Note: If disabled, error from UVs is no longer accounted for when Nanite selects the LOD to render because error due to arbitary vertex attributes that aren't interpolatable can't be generally reasoned about.
| bool GetbPreserveArea | ( | ) | const |
Whether to try and maintain the same surface area at all distances. Useful for foliage that thins out otherwise.
| FMeshNaniteSettings & opAssign | ( | FMeshNaniteSettings | Other | ) |
| void SetbEnabled | ( | bool | Value | ) |
If true, Nanite data will be generated.
| void SetbExplicitTangents | ( | bool | Value | ) |
Whether to store explicit tangents instead of using the implicitly derived ones.
| void SetbLerpUVs | ( | bool | Value | ) |
Whether to interpolate UVs when simplifying. Should be enabled whenever possible. For real UV coordinates this allows calculating the lowest error optimal UVs for new vertices when simplifying, assuming the UVs are used as normal texture coordinates and will interpolate across the face of the triangles.
Disable if data stored in UVs isn't valid to interpolate, for example if indexes are stored in UVs. Lerping an index doesn't make sense and would break the shader trying to use it. Note: If disabled, error from UVs is no longer accounted for when Nanite selects the LOD to render because error due to arbitary vertex attributes that aren't interpolatable can't be generally reasoned about.
| void SetbPreserveArea | ( | bool | Value | ) |
Whether to try and maintain the same surface area at all distances. Useful for foliage that thins out otherwise.
| bool bEnabled |
| bool bExplicitTangents |
| bool bLerpUVs |
| bool bPreserveArea |
| TArray<FMeshDisplacementMap> DisplacementMaps |
| int DisplacementUVChannel |
UV channel used to sample displacement maps.
| float32 FallbackPercentTriangles |
Percentage of triangles to keep from source mesh for fallback. 1.0 = no reduction, 0.0 = no triangles.
| float32 FallbackRelativeError |
Reduce until at least this amount of error is reached relative to size of the mesh.
| ENaniteFallbackTarget FallbackTarget |
Which heuristic to use when generating the fallback mesh.
| ENaniteGenerateFallback GenerateFallback |
Whether fallback mesh should be generated.
| float32 KeepPercentTriangles |
Percentage of triangles to keep from source mesh. 1.0 = no reduction, 0.0 = no triangles.
| float32 MaxEdgeLengthFactor |
Controls the maximum distance allowed between each vertex of the mesh on screen. Can be used to prevent oversimplification of meshes that are intended to be deformed (e.g. animation using World Position Offset, Spline Mesh Component, etc.). Should be left at default of 0 unless explicitly needed to fix oversimplification issues.
| int NormalPrecision |
Normal Precision in bits. -1 is auto.
| int PositionPrecision |
Position Precision. Step size is 2^(-PositionPrecision) cm. MIN_int32 is auto.
| int TangentPrecision |
Tangent Precision in bits. -1 is auto.
| uint TargetMinimumResidencyInKB |
How much of the resource should always be resident (In KB). Approximate due to paging. 0: Minimum size (single page). MAX_uint32: Entire mesh.
| float32 TrimRelativeError |
Reduce until at least this amount of error is reached relative to size of the mesh.