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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Scalability settings for Niagara Systems for a particular platform set (unless overridden).
| FNiagaraSystemVisibilityCullingSettings & opAssign | ( | FNiagaraSystemVisibilityCullingSettings | Other | ) |
| 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.
| 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 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.
| float32 MaxTimeOutsideViewFrustum |
Effects will be culled if they go longer than this time outside the view frustum.
| float32 MaxTimeWithoutRender |
Effects will be culled if they go longer than this time without being rendered.