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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Tick function that starts the physics tick. More...
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. | |
Tick function that starts the physics tick.
| void SetbAllowTickOnDedicatedServer | ( | bool | Value | ) |
If we allow this tick to run on a dedicated server.
| 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 SetbTickEvenWhenPaused | ( | bool | Value | ) |
Bool indicating that this function should execute even if the game is paused. Pause ticks are very limited in capabilities. *.
| 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
| 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()
| 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.