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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
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.
| 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.
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static |
| 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.
| 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.
| UClass DefaultBindingClass |
The default binding type that any new nodes will use when created.
| 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.