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

Public Member Functions

Functions
void SetbNeverApplyTickOptimizations (bool Value)
 BOOL indicating that this function should execute at full tick frequency and ignore any automatic performance enhancements. Indicates whether we want this function to NEVER have tick optimizations applied, not meant to be used while a tick function is registered.
void SetbStartWithTickEnabled (bool Value)
 If true, this tick function will start enabled, but can be disabled later on.
void SetbAllowTickOnDedicatedServer (bool Value)
 If we allow this tick to run on a dedicated server.
void SetbTickEvenWhenPaused (bool Value)
 Bool indicating that this function should execute even if the game is paused. Pause ticks are very limited in capabilities. *.
Public Member Functions inherited from FTickFunction
void SetbNeverApplyTickOptimizations (bool Value)
 BOOL indicating that this function should execute at full tick frequency and ignore any automatic performance enhancements. Indicates whether we want this function to NEVER have tick optimizations applied, not meant to be used while a tick function is registered.
void SetbStartWithTickEnabled (bool Value)
 If true, this tick function will start enabled, but can be disabled later on.
void SetbAllowTickOnDedicatedServer (bool Value)
 If we allow this tick to run on a dedicated server.
void SetbTickEvenWhenPaused (bool Value)
 Bool indicating that this function should execute even if the game is paused. Pause ticks are very limited in capabilities. *.

Public Attributes

Tick
ETickingGroup EndTickGroup
 Defines the tick group that this tick function must finish in. These groups determine the relative order of when objects tick during a frame update.
float32 TickInterval
 The frequency in seconds at which this tick function will be executed. If less than or equal to 0 then it will tick every frame.
ETickingGroup TickGroup
 Defines the minimum tick group for this tick function. These groups determine the relative order of when objects tick during a frame update. Given prerequisites, the tick may be delayed.
Public Attributes inherited from FTickFunction
ETickingGroup EndTickGroup
 Defines the tick group that this tick function must finish in. These groups determine the relative order of when objects tick during a frame update.
float32 TickInterval
 The frequency in seconds at which this tick function will be executed. If less than or equal to 0 then it will tick every frame.
ETickingGroup TickGroup
 Defines the minimum tick group for this tick function. These groups determine the relative order of when objects tick during a frame update. Given prerequisites, the tick may be delayed.

Member Function Documentation

◆ SetbAllowTickOnDedicatedServer()

void SetbAllowTickOnDedicatedServer ( bool Value)

If we allow this tick to run on a dedicated server.

◆ SetbNeverApplyTickOptimizations()

void SetbNeverApplyTickOptimizations ( bool Value)

BOOL indicating that this function should execute at full tick frequency and ignore any automatic performance enhancements. Indicates whether we want this function to NEVER have tick optimizations applied, not meant to be used while a tick function is registered.

◆ SetbStartWithTickEnabled()

void SetbStartWithTickEnabled ( bool Value)

If true, this tick function will start enabled, but can be disabled later on.

◆ SetbTickEvenWhenPaused()

void SetbTickEvenWhenPaused ( bool Value)

Bool indicating that this function should execute even if the game is paused. Pause ticks are very limited in capabilities. *.

Member Data Documentation

◆ EndTickGroup

ETickingGroup EndTickGroup

Defines the tick group that this tick function must finish in. These groups determine the relative order of when objects tick during a frame update.

@see ETickingGroup

◆ TickGroup

ETickingGroup TickGroup

Defines the minimum tick group for this tick function. These groups determine the relative order of when objects tick during a frame update. Given prerequisites, the tick may be delayed.

@see ETickingGroup @see FTickFunction::AddPrerequisite()

◆ TickInterval

float32 TickInterval

The frequency in seconds at which this tick function will be executed. If less than or equal to 0 then it will tick every frame.