G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UAimOffsetBlendSpace Class Reference

An Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UBlendSpace
static UClass StaticClass ()
Static Public Member Functions inherited from UAnimationAsset
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Additional Inherited Members

float32 GetPlayLength () const
void SetPreviewSkeletalMesh (USkeletalMesh PreviewMesh)
 Sets or updates the preview skeletal mesh.
UAnimMetaData FindMetaDataByClass (const TSubclassOf< UAnimMetaData > MetaDataClass) const
 Returns the first metadata of the specified class.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const
Public Attributes inherited from UBlendSpace
UAnimSequence PreviewBasePose
 Preview Base pose for additive BlendSpace *.
UAnalysisProperties AnalysisProperties
 Analysis properties for each axis. Note that these can be null. They will be created/set from FBlendSpaceDetails::HandleAnalysisFunctionChanged.
bool bLoop
 The default looping behavior of this blend space. Asset players can override this.
ENotifyTriggerMode NotifyTriggerMode
 The current mode used by the BlendSpace to decide which animation notifies to fire. Valid options are:
FBlendParameter BlendParameters
 Blend Parameters for each axis. *.
TArray< FBlendSample > SampleData
 Sample animation data.
bool bInterpolateUsingGrid
 If true then interpolation is done via a grid at runtime. If false the interpolation uses the triangulation.
FInterpolationParameter InterpolationParam
 Input Smoothing parameters for each input axis.
EPreferredTriangulationDirection PreferredTriangulationDirection
 Preferred edge direction when the triangulation has to make an arbitrary choice.
EBlendSpaceAxis AxisToScaleAnimation
 If you have input smoothing, this specifies the axis on which to scale the animation playback speed. E.g. for locomotion animation, the speed axis will scale the animation speed in order to make up the difference between the target and the result of blending the samples.
bool bAllowMeshSpaceBlending
 If set then blending is performed in mesh space if there are per-bone sample smoothing overrides.
FBlendSpaceBlendProfile PerBoneBlendProfile
 Reference to a blend profile of the corresponding skeleton to be used for per bone smoothing in case the per bone blend mode is set to use a blend profile.
bool bTargetWeightInterpolationEaseInOut
 If set then this eases in/out the sample weight adjustments, using the speed to determine how much smoothing to apply.
float32 TargetWeightInterpolationSpeedPerSec
 If greater than zero, this is the speed at which the sample weights are allowed to change.
EBlendSpacePerBoneBlendMode PerBoneBlendMode
 There are two ways to use per pone sample smoothing: Blend profiles and manually maintaining the per bone overrides.
TArray< FPerBoneInterpolation > ManualPerBoneOverrides
 Per bone sample smoothing settings, which affect the specified bone and all its descendants in the skeleton. These act as overrides to the global sample smoothing speed, which means the global sample smoothing speed does not affect these bones. Note that they also override each other - so a per-bone setting on the chest will not affect the hand if there is a per-bone setting on the arm.
Public Attributes inherited from UAnimationAsset
TArray< TObjectPtr< UAnimMetaData > > MetaData
 Meta data that can be saved with the asset.
UThumbnailInfo ThumbnailInfo
 Information for thumbnail rendering.
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the asset.
const float32 PlayLength
UPoseAsset PreviewPoseAsset
 The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// @todo: note that this doesn't retarget right now.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

An Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static