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

Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset. More...

Public Member Functions

Functions
FPrimaryAssetRules & opAssign (FPrimaryAssetRules Other)

Public Attributes

Rules
int ChunkId
 Assets will be put into this Chunk ID specifically, if set to something other than -1. The default Chunk is Chunk 0.
bool bApplyRecursively
 If true, this rule will apply to all referenced Secondary Assets recursively, as long as they are not managed by a higher-priority Primary Asset.
EPrimaryAssetCookRule CookRule
 Rule describing when this asset should be cooked.
int Priority
 Primary Assets with a higher priority will take precedence over lower priorities when assigning management for referenced assets. If priorities match, both will manage the same Secondary Asset.

Detailed Description

Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ bApplyRecursively

bool bApplyRecursively

If true, this rule will apply to all referenced Secondary Assets recursively, as long as they are not managed by a higher-priority Primary Asset.

◆ ChunkId

int ChunkId

Assets will be put into this Chunk ID specifically, if set to something other than -1. The default Chunk is Chunk 0.

◆ CookRule

Rule describing when this asset should be cooked.

◆ Priority

int Priority

Primary Assets with a higher priority will take precedence over lower priorities when assigning management for referenced assets. If priorities match, both will manage the same Secondary Asset.