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

Settings for Niagara debug HUD. Contained in it's own struct so that we can pass it whole in a message to the debugger client. More...

Public Member Functions

Functions
FNiagaraDebugHUDSettingsData & opAssign (FNiagaraDebugHUDSettingsData Other)

Public Attributes

Colors
FLinearColor OverviewHeadingColor
 Overview heading text color.
FLinearColor DefaultBackgroundColor
 Default background color used generally for panels.
FVector SystemColorHSVMax
 Maximum HSV values for the random colors generated for each System.
FVector SystemColorHSVMin
 Minimum HSV values for the random colors generated for each System.
uint SystemColorSeed
 Additional seed value for random system colors. Useful if current colors of systems are too similar.
float32 SystemColorTableOpacity
 Opacity of the system color background tile in overview table rows.
FLinearColor MessageErrorTextColor
 Message display error text color.
FLinearColor OverviewDetailColor
 Overview detail text color.
FLinearColor OverviewDetailHighlightColor
 Overview detail highlight text color.
FLinearColor InWorldErrorTextColor
 In world text if an error is detected.
FLinearColor InWorldTextColor
 In world text color.
FLinearColor MessageInfoTextColor
 Message display text color.
FLinearColor MessageWarningTextColor
 Message display warning text color.
Debug Filter
bool bSystemFilterEnabled
FString ActorFilter
 Wildcard filter which is compared against the Components Actor name to narrow down the detailed information. For example, "*Water*" would match all actors that contain the string "water".
bool bComponentFilterEnabled
FString ComponentFilter
 Wildcard filter for the components to show more detailed information about. For example, "*MyComp*" would match all components that contain MyComp.
FString SystemFilter
 Wildcard filter for the systems to show more detailed information about. For example,. "NS_*" would match all systems starting with NS_.
bool bEmitterFilterEnabled
FString EmitterFilter
 Wildcard filter used to match emitters when generating particle attribute view. For example,. "Fluid*" would match all emtiters starting with Fluid and only particle attributes for those would be visible.
bool bActorFilterEnabled
Debug General
bool bHudRenderingEnabled
 Primary control for HUD rendering.
bool bHudEnabled
 Primary control for all HUD features.
Debug Overview
FVector2D OverviewLocation
 Overview display location.
bool bOverviewShowFilteredSystemOnly
 When enabled the overview will only show the filter system information.
bool bShowRegisteredComponents
 Overview display font to use.
ENiagaraDebugHUDDOverviewSort OverviewSortMode
ENiagaraDebugHUDOverviewMode OverviewMode
bool bIncludeCascade
 When enabled the overview display will include cascade FX.
bool bOverviewEnabled
 When enabled the overview display will be enabled.
ENiagaraDebugHudFont OverviewFont
 Overview display font to use.
Debug Particles
bool bEnableGpuParticleReadback
 When enabled GPU particle data will be copied from the GPU to the CPU. Warning: This has an impact on performance & memory since we copy the whole buffer. The displayed data is latent since we are seeing what happened a few frames ago.
bool bShowParticleIndex
 When enabled the particle index will be displayed along with any attributes. Note: This is the index in the particle data buffer and not the persistent ID index.
bool bShowParticleVariables
 When enabled will show particle attributes from the list.
TArray< FNiagaraDebugHUDVariable > ParticlesVariables
 List of attributes to show per particle, each entry uses wildcard matching. For example, "*Position" would match all attributes that end in Position.
FNiagaraDebugHudTextOptions ParticleTextOptions
 Sets display text options for particle information.
bool bShowParticlesVariablesWithSystem
 When enabled particle attributes will display with the system information rather than in world at the particle location.
bool bShowParticleVariablesVertical
bool bUseMaxParticlesToDisplay
bool bUseParticleDisplayClip
 When enabled we use the clip planes to narrow down which particles to display.
FVector2D ParticleDisplayClip
 Clipping planes used to display particle attributes.
bool bUseParticleDisplayCenterRadius
 When enabled we use a radius from the display center to avoid showing too many particle attributes.
float32 ParticleDisplayCenterRadius
 Radius from screen center where 0 is center to 1.0 is edge to avoid display too many particle attributes.
int MaxParticlesToDisplay
 When enabled, the maximum number of particles to show information about. When disabled all particles will show attributes, this can result in poor performance & potential OOM on some platforms.
Debug System
TArray< FNiagaraDebugHUDVariable > SystemVariables
 List of attributes to show about the system, each entry uses wildcard matching. For example, "System.*" would match all system attributes.
bool bShowSystemVariables
 Should we display the system attributes.
ENiagaraDebugHudVerbosity SystemDebugVerbosity
 When enabled system debug information will be displayed in world.
ENiagaraDebugHudVerbosity SystemEmitterVerbosity
 When enabled we show information about emitter / particle counts.
ENiagaraDebugHudVerbosity DataInterfaceVerbosity
 When enabled allows data interfaces to include additional debugging information.
bool bSystemShowBounds
 When enabled will show the system bounds for all filtered systems.
float32 SystemBoundsSolidBoxAlpha
 When bounds display is enabled allows you to draw a solid box if alpha is > 0.
bool bSystemShowActiveOnlyInWorld
 When disabled in world rendering will show systems deactivated by scalability.
FNiagaraDebugHudTextOptions SystemTextOptions
 Sets display text options for system information.
Debug Validation
bool bValidateSystemSimulationDataBuffers
 When enabled all Niagara systems that pass the filter will have the simulation data buffers validation. i.e. we will look for NaN or other invalidate data inside it Note: This will have an impact on performance.
bool bValidateParticleDataBuffers
 When enabled all Niagara systems that pass the filter will have the particle data buffers validation. i.e. we will look for NaN or other invalidate data inside it Note: This will have an impact on performance.
int ValidationAttributeDisplayTruncate
 When > 0 this is the maximum number of attributes we will display that contain a NaN, there could be more but the display will be truncated to this amount. This is to reduce generating long strings.
bool bValidationLogErrors
 When enabled all validation errors will be sent to the log as warnings. This can be useful to try and narrow down the exact source of an invalid value in the data buffers as often they will cascade from the first frame where one is generated into other attributes in the subsequent frames.
Perf Overview
ENiagaraDebugHUDPerfUnits PerfUnits
FLinearColor PerfGraphAxisColor
bool bEnableSmoothing
 True if perf graphs should be smoothed.
bool bUsePerfGraphTimeRange
 Use the specified user range when enabled, otherwise we will auto detect the range to use.
int PerfHistoryFrames
 How many frames of history to display in the perf graphs.
ENiagaraDebugHUDPerfGraphMode PerfGraphMode
 Time range of the Y Axis of the perf graph.
int SmoothingWidth
 Number of samples to use either size of a value when smoothing perf graphs.
FVector2D PerfGraphSize
 Pixel size of the perf graph.
float32 PerfGraphTimeRange
 Time range of the Y Axis of the perf graph.
int PerfReportFrames
 How many frames to capture in between updates to the max and average perf report values.
ENiagaraDebugHUDPerfSampleMode PerfSampleMode
Performance
bool bShowGlobalBudgetInfo

Detailed Description

Settings for Niagara debug HUD. Contained in it's own struct so that we can pass it whole in a message to the debugger client.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ ActorFilter

FString ActorFilter

Wildcard filter which is compared against the Components Actor name to narrow down the detailed information. For example, "*Water*" would match all actors that contain the string "water".

◆ bActorFilterEnabled

bool bActorFilterEnabled

◆ bComponentFilterEnabled

bool bComponentFilterEnabled

◆ bEmitterFilterEnabled

bool bEmitterFilterEnabled

◆ bEnableGpuParticleReadback

bool bEnableGpuParticleReadback

When enabled GPU particle data will be copied from the GPU to the CPU. Warning: This has an impact on performance & memory since we copy the whole buffer. The displayed data is latent since we are seeing what happened a few frames ago.

◆ bEnableSmoothing

bool bEnableSmoothing

True if perf graphs should be smoothed.

◆ bHudEnabled

bool bHudEnabled

Primary control for all HUD features.

◆ bHudRenderingEnabled

bool bHudRenderingEnabled

Primary control for HUD rendering.

◆ bIncludeCascade

bool bIncludeCascade

When enabled the overview display will include cascade FX.

◆ bOverviewEnabled

bool bOverviewEnabled

When enabled the overview display will be enabled.

◆ bOverviewShowFilteredSystemOnly

bool bOverviewShowFilteredSystemOnly

When enabled the overview will only show the filter system information.

◆ bShowGlobalBudgetInfo

bool bShowGlobalBudgetInfo

◆ bShowParticleIndex

bool bShowParticleIndex

When enabled the particle index will be displayed along with any attributes. Note: This is the index in the particle data buffer and not the persistent ID index.

◆ bShowParticlesVariablesWithSystem

bool bShowParticlesVariablesWithSystem

When enabled particle attributes will display with the system information rather than in world at the particle location.

◆ bShowParticleVariables

bool bShowParticleVariables

When enabled will show particle attributes from the list.

◆ bShowParticleVariablesVertical

bool bShowParticleVariablesVertical

◆ bShowRegisteredComponents

bool bShowRegisteredComponents

Overview display font to use.

◆ bShowSystemVariables

bool bShowSystemVariables

Should we display the system attributes.

◆ bSystemFilterEnabled

bool bSystemFilterEnabled

◆ bSystemShowActiveOnlyInWorld

bool bSystemShowActiveOnlyInWorld

When disabled in world rendering will show systems deactivated by scalability.

◆ bSystemShowBounds

bool bSystemShowBounds

When enabled will show the system bounds for all filtered systems.

◆ bUseMaxParticlesToDisplay

bool bUseMaxParticlesToDisplay

◆ bUseParticleDisplayCenterRadius

bool bUseParticleDisplayCenterRadius

When enabled we use a radius from the display center to avoid showing too many particle attributes.

◆ bUseParticleDisplayClip

bool bUseParticleDisplayClip

When enabled we use the clip planes to narrow down which particles to display.

◆ bUsePerfGraphTimeRange

bool bUsePerfGraphTimeRange

Use the specified user range when enabled, otherwise we will auto detect the range to use.

◆ bValidateParticleDataBuffers

bool bValidateParticleDataBuffers

When enabled all Niagara systems that pass the filter will have the particle data buffers validation. i.e. we will look for NaN or other invalidate data inside it Note: This will have an impact on performance.

◆ bValidateSystemSimulationDataBuffers

bool bValidateSystemSimulationDataBuffers

When enabled all Niagara systems that pass the filter will have the simulation data buffers validation. i.e. we will look for NaN or other invalidate data inside it Note: This will have an impact on performance.

◆ bValidationLogErrors

bool bValidationLogErrors

When enabled all validation errors will be sent to the log as warnings. This can be useful to try and narrow down the exact source of an invalid value in the data buffers as often they will cascade from the first frame where one is generated into other attributes in the subsequent frames.

◆ ComponentFilter

FString ComponentFilter

Wildcard filter for the components to show more detailed information about. For example, "*MyComp*" would match all components that contain MyComp.

◆ DataInterfaceVerbosity

ENiagaraDebugHudVerbosity DataInterfaceVerbosity

When enabled allows data interfaces to include additional debugging information.

◆ DefaultBackgroundColor

FLinearColor DefaultBackgroundColor

Default background color used generally for panels.

◆ EmitterFilter

FString EmitterFilter

Wildcard filter used to match emitters when generating particle attribute view. For example,. "Fluid*" would match all emtiters starting with Fluid and only particle attributes for those would be visible.

◆ InWorldErrorTextColor

FLinearColor InWorldErrorTextColor

In world text if an error is detected.

◆ InWorldTextColor

FLinearColor InWorldTextColor

In world text color.

◆ MaxParticlesToDisplay

int MaxParticlesToDisplay

When enabled, the maximum number of particles to show information about. When disabled all particles will show attributes, this can result in poor performance & potential OOM on some platforms.

◆ MessageErrorTextColor

FLinearColor MessageErrorTextColor

Message display error text color.

◆ MessageInfoTextColor

FLinearColor MessageInfoTextColor

Message display text color.

◆ MessageWarningTextColor

FLinearColor MessageWarningTextColor

Message display warning text color.

◆ OverviewDetailColor

FLinearColor OverviewDetailColor

Overview detail text color.

◆ OverviewDetailHighlightColor

FLinearColor OverviewDetailHighlightColor

Overview detail highlight text color.

◆ OverviewFont

ENiagaraDebugHudFont OverviewFont

Overview display font to use.

◆ OverviewHeadingColor

FLinearColor OverviewHeadingColor

Overview heading text color.

◆ OverviewLocation

FVector2D OverviewLocation

Overview display location.

◆ OverviewMode

◆ OverviewSortMode

◆ ParticleDisplayCenterRadius

float32 ParticleDisplayCenterRadius

Radius from screen center where 0 is center to 1.0 is edge to avoid display too many particle attributes.

◆ ParticleDisplayClip

FVector2D ParticleDisplayClip

Clipping planes used to display particle attributes.

◆ ParticlesVariables

TArray<FNiagaraDebugHUDVariable> ParticlesVariables

List of attributes to show per particle, each entry uses wildcard matching. For example, "*Position" would match all attributes that end in Position.

◆ ParticleTextOptions

FNiagaraDebugHudTextOptions ParticleTextOptions

Sets display text options for particle information.

◆ PerfGraphAxisColor

FLinearColor PerfGraphAxisColor

◆ PerfGraphMode

Time range of the Y Axis of the perf graph.

◆ PerfGraphSize

FVector2D PerfGraphSize

Pixel size of the perf graph.

◆ PerfGraphTimeRange

float32 PerfGraphTimeRange

Time range of the Y Axis of the perf graph.

◆ PerfHistoryFrames

int PerfHistoryFrames

How many frames of history to display in the perf graphs.

◆ PerfReportFrames

int PerfReportFrames

How many frames to capture in between updates to the max and average perf report values.

◆ PerfSampleMode

◆ PerfUnits

◆ SmoothingWidth

int SmoothingWidth

Number of samples to use either size of a value when smoothing perf graphs.

◆ SystemBoundsSolidBoxAlpha

float32 SystemBoundsSolidBoxAlpha

When bounds display is enabled allows you to draw a solid box if alpha is > 0.

◆ SystemColorHSVMax

FVector SystemColorHSVMax

Maximum HSV values for the random colors generated for each System.

◆ SystemColorHSVMin

FVector SystemColorHSVMin

Minimum HSV values for the random colors generated for each System.

◆ SystemColorSeed

uint SystemColorSeed

Additional seed value for random system colors. Useful if current colors of systems are too similar.

◆ SystemColorTableOpacity

float32 SystemColorTableOpacity

Opacity of the system color background tile in overview table rows.

◆ SystemDebugVerbosity

ENiagaraDebugHudVerbosity SystemDebugVerbosity

When enabled system debug information will be displayed in world.

◆ SystemEmitterVerbosity

ENiagaraDebugHudVerbosity SystemEmitterVerbosity

When enabled we show information about emitter / particle counts.

◆ SystemFilter

FString SystemFilter

Wildcard filter for the systems to show more detailed information about. For example,. "NS_*" would match all systems starting with NS_.

◆ SystemTextOptions

FNiagaraDebugHudTextOptions SystemTextOptions

Sets display text options for system information.

◆ SystemVariables

TArray<FNiagaraDebugHUDVariable> SystemVariables

List of attributes to show about the system, each entry uses wildcard matching. For example, "System.*" would match all system attributes.

◆ ValidationAttributeDisplayTruncate

int ValidationAttributeDisplayTruncate

When > 0 this is the maximum number of attributes we will display that contain a NaN, there could be more but the display will be truncated to this amount. This is to reduce generating long strings.