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

Scalability settings for Niagara Systems for a particular platform set (unless overridden). More...

Public Member Functions

Functions
void SetbCullWhenNotRendered (bool Value)
 Controls whether we cull when not rendered. This includes all reasons for being not rendered such as view frustum, occlusion and hidden flags etc. As this requires feedback form the rendering system, it cannot be used for pre-culling.
void SetbCullByViewFrustum (bool Value)
 Controls whether view frustum culling is enabled. Niagara can do it's own separate view frustum culling to give coarse visibility culling that does not depend directly on rendering like CullWhenNotRendered. This requires fixed bounds to be used in pre-culling.
void SetbAllowPreCullingByViewFrustum (bool Value)
 If true and bCullByViewFrustum is enabled, we allow view frustum checks in pre-culling. Meaning we can cull off screen systems before they even spawn.
FNiagaraSystemVisibilityCullingSettings & opAssign (FNiagaraSystemVisibilityCullingSettings Other)

Public Attributes

Scalability
float32 MaxTimeWithoutRender
 Effects will be culled if they go longer than this time without being rendered.
float32 MaxTimeOutsideViewFrustum
 Effects will be culled if they go longer than this time outside the view frustum.

Detailed Description

Scalability settings for Niagara Systems for a particular platform set (unless overridden).

Member Function Documentation

◆ opAssign()

◆ SetbAllowPreCullingByViewFrustum()

void SetbAllowPreCullingByViewFrustum ( bool Value)

If true and bCullByViewFrustum is enabled, we allow view frustum checks in pre-culling. Meaning we can cull off screen systems before they even spawn.

◆ SetbCullByViewFrustum()

void SetbCullByViewFrustum ( bool Value)

Controls whether view frustum culling is enabled. Niagara can do it's own separate view frustum culling to give coarse visibility culling that does not depend directly on rendering like CullWhenNotRendered. This requires fixed bounds to be used in pre-culling.

◆ SetbCullWhenNotRendered()

void SetbCullWhenNotRendered ( bool Value)

Controls whether we cull when not rendered. This includes all reasons for being not rendered such as view frustum, occlusion and hidden flags etc. As this requires feedback form the rendering system, it cannot be used for pre-culling.

Member Data Documentation

◆ MaxTimeOutsideViewFrustum

float32 MaxTimeOutsideViewFrustum

Effects will be culled if they go longer than this time outside the view frustum.

◆ MaxTimeWithoutRender

float32 MaxTimeWithoutRender

Effects will be culled if they go longer than this time without being rendered.