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

Any property you're adding to AnimMontage and parent class has to be considered for Child Asset. More...

Static Public Member Functions

Animation
static UAnimMontage CreateSlotAnimationAsDynamicMontage_WithBlendSettings (UAnimSequenceBase Asset, FName SlotNodeName, FMontageBlendSettings BlendInSettings, FMontageBlendSettings BlendOutSettings, float32 InPlayRate=1.000000, int LoopCount=1, float32 InBlendOutTriggerTime=- 1.000000)
 Utility function to create dynamic montage from AnimSequence with blend in settings.
Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UAnimCompositeBase
static UClass StaticClass ()
Static Public Member Functions inherited from UAnimSequenceBase
static UClass StaticClass ()
Static Public Member Functions inherited from UAnimationAsset
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

AdditiveSettings
UAnimSequence PreviewBasePose
 Preview Base pose for additive BlendSpace *.
BlendOption
EMontageBlendMode BlendModeIn
FAlphaBlend BlendIn
 Blend in option.
FAlphaBlend BlendOut
 Blend out option. This is only used when it blends out itself. If it's interrupted by other montages, it will use new montage's BlendIn option to blend out.
float32 BlendOutTriggerTime
 Time from Sequence End to trigger blend out. <0 means using BlendOutTime, so BlendOut finishes as Montage ends. >=0 means using 'SequenceEnd - BlendOutTriggerTime' to trigger blend out.
EMontageBlendMode BlendModeOut
bool bEnableAutoBlendOut
 When it hits end, it automatically blends out. If this is false, it won't blend out but keep the last pose until stopped explicitly.
UBlendProfile BlendProfileIn
 The blend profile to use.
UBlendProfile BlendProfileOut
 The blend profile to use.
SyncGroup
int SyncSlotIndex
 Index of the slot track used for collecting sync markers.
FName SyncGroup
 If you're using marker based sync for this montage, make sure to add sync group name. For now we only support one group.
TimeStretchCurve
FTimeStretchCurve TimeStretchCurve
 Time stretch curve will only be used when the montage has a non-default play rate.
FName TimeStretchCurveName
 Name of optional TimeStretchCurveName to look for in Montage. Time stretch curve will only be used when the montage has a non-default play rate.
Public Attributes inherited from UAnimSequenceBase
float32 RateScale
 Number for tweaking playback rate of this animation globally.
bool bLoop
 The default looping behavior of this animation. Asset players can override this.
UAnimDataModel DataModel
float32 SequenceLength
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

Montage

const FName GroupName
 Get the Montage's Group Name. This is the group from the first slot.
const UAnimSequenceBase FirstAnimReference
const int NumSections
 Returns the number of sections this montage has.
const FAlphaBlendArgs BlendInArgs
const FAlphaBlendArgs BlendOutArgs
const float32 DefaultBlendInTime
const float32 DefaultBlendOutTime
float32 GetDefaultBlendInTime () const
float32 GetDefaultBlendOutTime () const
UAnimSequenceBase GetFirstAnimReference () const
FName GetGroupName () const
 Get the Montage's Group Name. This is the group from the first slot.
FAlphaBlendArgs GetBlendOutArgs () const
int GetNumSections () const
 Returns the number of sections this montage has.
FAlphaBlendArgs GetBlendInArgs () const
FName GetSectionName (int SectionIndex) const
 Get SectionName from SectionIndex. Returns NAME_None if not found.
bool IsDynamicMontage () const
bool IsValidAdditiveSlot (FName SlotNodeName) const
 Check if this slot has a valid additive animation for the specified slot. The slot name should not include the group name. i.e. for "DefaultGroup.DefaultSlot", the slot name is "DefaultSlot".
bool IsValidSectionName (FName InSectionName) const
int GetSectionIndex (FName InSectionName) const
 Get SectionIndex from SectionName. Returns INDEX_None if not found.

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

Detailed Description

Any property you're adding to AnimMontage and parent class has to be considered for Child Asset.

Child Asset is considered to be only asset mapping feature using everything else in the class For example, you can just use all parent's setting for the montage, but only remap assets This isn't magic bullet unfortunately and it is consistent effort of keeping the data synced with parent If you add new property, please make sure those property has to be copied for children. If it does, please add the copy in the function RefreshParentAssetData

Member Function Documentation

◆ CreateSlotAnimationAsDynamicMontage_WithBlendSettings()

UAnimMontage CreateSlotAnimationAsDynamicMontage_WithBlendSettings ( UAnimSequenceBase Asset,
FName SlotNodeName,
FMontageBlendSettings BlendInSettings,
FMontageBlendSettings BlendOutSettings,
float32 InPlayRate = 1.000000,
int LoopCount = 1,
float32 InBlendOutTriggerTime = - 1.000000 )
static

Utility function to create dynamic montage from AnimSequence with blend in settings.

◆ GetBlendInArgs()

FAlphaBlendArgs GetBlendInArgs ( ) const

◆ GetBlendOutArgs()

FAlphaBlendArgs GetBlendOutArgs ( ) const

◆ GetDefaultBlendInTime()

float32 GetDefaultBlendInTime ( ) const

◆ GetDefaultBlendOutTime()

float32 GetDefaultBlendOutTime ( ) const

◆ GetFirstAnimReference()

UAnimSequenceBase GetFirstAnimReference ( ) const

◆ GetGroupName()

FName GetGroupName ( ) const

Get the Montage's Group Name. This is the group from the first slot.

◆ GetNumSections()

int GetNumSections ( ) const

Returns the number of sections this montage has.

◆ GetSectionIndex()

int GetSectionIndex ( FName InSectionName) const

Get SectionIndex from SectionName. Returns INDEX_None if not found.

◆ GetSectionName()

FName GetSectionName ( int SectionIndex) const

Get SectionName from SectionIndex. Returns NAME_None if not found.

◆ IsDynamicMontage()

bool IsDynamicMontage ( ) const

◆ IsValidAdditiveSlot()

bool IsValidAdditiveSlot ( FName SlotNodeName) const

Check if this slot has a valid additive animation for the specified slot. The slot name should not include the group name. i.e. for "DefaultGroup.DefaultSlot", the slot name is "DefaultSlot".

◆ IsValidSectionName()

bool IsValidSectionName ( FName InSectionName) const
Returns
true if valid section

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bEnableAutoBlendOut

bool bEnableAutoBlendOut

When it hits end, it automatically blends out. If this is false, it won't blend out but keep the last pose until stopped explicitly.

◆ BlendIn

FAlphaBlend BlendIn

Blend in option.

◆ BlendInArgs

const FAlphaBlendArgs BlendInArgs

◆ BlendModeIn

EMontageBlendMode BlendModeIn

◆ BlendModeOut

EMontageBlendMode BlendModeOut

◆ BlendOut

FAlphaBlend BlendOut

Blend out option. This is only used when it blends out itself. If it's interrupted by other montages, it will use new montage's BlendIn option to blend out.

◆ BlendOutArgs

const FAlphaBlendArgs BlendOutArgs

◆ BlendOutTriggerTime

float32 BlendOutTriggerTime

Time from Sequence End to trigger blend out. <0 means using BlendOutTime, so BlendOut finishes as Montage ends. >=0 means using 'SequenceEnd - BlendOutTriggerTime' to trigger blend out.

◆ BlendProfileIn

UBlendProfile BlendProfileIn

The blend profile to use.

◆ BlendProfileOut

UBlendProfile BlendProfileOut

The blend profile to use.

◆ DefaultBlendInTime

const float32 DefaultBlendInTime

◆ DefaultBlendOutTime

const float32 DefaultBlendOutTime

◆ FirstAnimReference

const UAnimSequenceBase FirstAnimReference

◆ GroupName

const FName GroupName

Get the Montage's Group Name. This is the group from the first slot.

◆ NumSections

const int NumSections

Returns the number of sections this montage has.

◆ PreviewBasePose

UAnimSequence PreviewBasePose

Preview Base pose for additive BlendSpace *.

◆ SyncGroup

FName SyncGroup

If you're using marker based sync for this montage, make sure to add sync group name. For now we only support one group.

◆ SyncSlotIndex

int SyncSlotIndex

Index of the slot track used for collecting sync markers.

◆ TimeStretchCurve

FTimeStretchCurve TimeStretchCurve

Time stretch curve will only be used when the montage has a non-default play rate.

◆ TimeStretchCurveName

FName TimeStretchCurveName

Name of optional TimeStretchCurveName to look for in Montage. Time stretch curve will only be used when the montage has a non-default play rate.