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

An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame. More...

Public Member Functions

Functions
void SetbEnableLinkedAnimLayerInstanceSharing (bool Value)
 If true, linked animation layers will be instantiated only once per AnimClass instead of once per AnimInstance, AnimClass and AnimGroup. Extra instances will be created if two or more active anim graph override the same layer Function.
Public Member Functions inherited from UBlueprint
void SetbRunConstructionScriptInSequencer (bool Value)
 whether or not you want to continuously rerun the construction script for an actor in sequencer
void SetbGenerateConstClass (bool Value)
 Whether or not this blueprint's class is a const class or not. Should set CLASS_Const in the KismetCompiler.
void SetbGenerateAbstractClass (bool Value)
 Whether or not this blueprint's class is a abstract class or not. Should set CLASS_Abstract in the KismetCompiler.
void SetbDeprecate (bool Value)
 Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flag.
void SetbRunConstructionScriptOnDrag (bool Value)
 whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is complete
Public Member Functions inherited from UBlueprintCore
UClass GetGeneratedClass ()
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

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UBlueprint
static UClass StaticClass ()
Static Public Member Functions inherited from UBlueprintCore
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Bindings
UClass DefaultBindingClass
 The default binding type that any new nodes will use when created.
ClassOptions
USkeleton TargetSkeleton
 This is the target skeleton asset for anim instances created from this blueprint; all animations referenced by the BP should be compatible with this skeleton. For advanced use only, it is easy to cause errors if this is modified without updating or replacing all referenced animations.
Optimization
bool bWarnAboutBlueprintUsage
 Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph. This can help track down optimizations that need to be made.
bool bUseMultiThreadedAnimationUpdate
 Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread. The compiler will attempt to pick up any issues that may occur with threaded update. For updates to run in multiple threads both this flag and the project setting "Allow Multi Threaded Animation Update" should be set.
Public Attributes inherited from UBlueprint
FString BlueprintNamespace
 The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu).
FString BlueprintDisplayName
 Overrides the BP's display name in the editor UI.
FString BlueprintDescription
 Shows up in the content browser tooltip when the blueprint is hovered.
FString BlueprintCategory
 The category of the Blueprint, used to organize this Blueprint class when displayed in palette windows.
TArray< FString > HideCategories
 Additional HideCategories. These are added to HideCategories from parent.
EShouldCookBlueprintPropertyGuids ShouldCookPropertyGuidsValue
 Whether to include the property GUIDs for the generated class in a cooked build. @note This option may slightly increase memory usage in a cooked build, but can avoid needing to add CoreRedirect data for Blueprint classes stored within SaveGame archives.
TArray< FBPComponentClassOverride > ComponentClassOverrides
 Array of blueprint overrides of component classes in parent classes.
EBlueprintCompileMode CompileMode
 The mode that will be used when compiling this class.
UThumbnailInfo ThumbnailInfo
 Information for thumbnail rendering.
Public Attributes inherited from UBlueprintCore
const UClass GeneratedClass
 Pointer to the 'most recent' fully generated class.
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 Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame.

Member Function Documentation

◆ SetbEnableLinkedAnimLayerInstanceSharing()

void SetbEnableLinkedAnimLayerInstanceSharing ( bool Value)

If true, linked animation layers will be instantiated only once per AnimClass instead of once per AnimInstance, AnimClass and AnimGroup. Extra instances will be created if two or more active anim graph override the same layer Function.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bUseMultiThreadedAnimationUpdate

bool bUseMultiThreadedAnimationUpdate

Allows this anim Blueprint to update its native update, blend tree, montages and asset players on a worker thread. The compiler will attempt to pick up any issues that may occur with threaded update. For updates to run in multiple threads both this flag and the project setting "Allow Multi Threaded Animation Update" should be set.

◆ bWarnAboutBlueprintUsage

bool bWarnAboutBlueprintUsage

Selecting this option will cause the compiler to emit warnings whenever a call into Blueprint is made from the animation graph. This can help track down optimizations that need to be made.

◆ DefaultBindingClass

UClass DefaultBindingClass

The default binding type that any new nodes will use when created.

◆ TargetSkeleton

USkeleton TargetSkeleton

This is the target skeleton asset for anim instances created from this blueprint; all animations referenced by the BP should be compatible with this skeleton. For advanced use only, it is easy to cause errors if this is modified without updating or replacing all referenced animations.