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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset.
| FPrimaryAssetRules & opAssign | ( | FPrimaryAssetRules | Other | ) |
| 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.
| int ChunkId |
Assets will be put into this Chunk ID specifically, if set to something other than -1. The default Chunk is Chunk 0.
| 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.