G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FNiagaraDataChannelSearchParameters Struct Reference

Parameters used when retrieving a specific set of Data Channel Data to read or write. Many Data Channel types will have multiple internal sets of data and these parameters control which the Channel should return to users for access. An example of this would be the Islands Data Channel type which will subdivide the world and have a different set of data for each sub division. It will return to users the correct data for their location based on these parameters. More...

Public Member Functions

Functions
bool GetbOverrideLocation () const
 If true, even if an owning component is set, the data channel should use the Location value rather than the component location. If this is false, the NDC will get any location needed from the owning component.
void SetbOverrideLocation (bool Value)
 If true, even if an owning component is set, the data channel should use the Location value rather than the component location. If this is false, the NDC will get any location needed from the owning component.
FNiagaraDataChannelSearchParameters & opAssign (FNiagaraDataChannelSearchParameters Other)

Public Attributes

Parameters
FVector Location
 In cases where there is no owning component for data being read or written to a data channel, we simply pass in a location. We can also use this when bOverrideLocaiton is set.
USceneComponent OwningComponent
 In cases where there is an owning component such as an object spawning from itself etc, then we pass that component in. Some handlers may only use it's location but others may make use of more data.
Variables
bool bOverrideLocation

Detailed Description

Parameters used when retrieving a specific set of Data Channel Data to read or write. Many Data Channel types will have multiple internal sets of data and these parameters control which the Channel should return to users for access. An example of this would be the Islands Data Channel type which will subdivide the world and have a different set of data for each sub division. It will return to users the correct data for their location based on these parameters.

Member Function Documentation

◆ GetbOverrideLocation()

bool GetbOverrideLocation ( ) const

If true, even if an owning component is set, the data channel should use the Location value rather than the component location. If this is false, the NDC will get any location needed from the owning component.

◆ opAssign()

◆ SetbOverrideLocation()

void SetbOverrideLocation ( bool Value)

If true, even if an owning component is set, the data channel should use the Location value rather than the component location. If this is false, the NDC will get any location needed from the owning component.

Member Data Documentation

◆ bOverrideLocation

bool bOverrideLocation

◆ Location

FVector Location

In cases where there is no owning component for data being read or written to a data channel, we simply pass in a location. We can also use this when bOverrideLocaiton is set.

◆ OwningComponent

USceneComponent OwningComponent

In cases where there is an owning component such as an object spawning from itself etc, then we pass that component in. Some handlers may only use it's location but others may make use of more data.