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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Attaches a static mesh to a socket while active. Only to be used for ambient animations, it's purely visual. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAnimNotifyState_Base | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAnimNotifyState | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AmbientProp | |
| FTransform | RelativeTransform |
| Transform to add to the mesh when attaching to the socket. | |
| UStaticMesh | StaticMesh |
| Mesh to attach while this notify is active. | |
| USkeletalMesh | SkeletalMesh |
| Mesh to attach while this notify is active. | |
| UAnimMontage | AnimationMontage |
| Montage to play on the spawned SkeletalMesh. | |
| bool | bFollowCharacterAnimation |
| If true, the spawned SkeletalMeshes animation progress will follow the character montage. | |
| FName | AttachToSocket |
| Which Socket/Bone this will be attached to. | |
| FName | PropActorTag |
| Name-tag of the prop that will be attached. This is only used to find the props spawned by this notify. Only change it if you need multiple props attached to the same bone/socket. Otherwise, you don't need to change it. | |
| TSubclassOf< AStaticMeshActor > | StaticMeshActorClass |
| Type of actor to spawn. | |
| TSubclassOf< ASkeletalMeshActor > | SkeletalMeshActorClass |
| Type of actor to spawn. | |
Gameplay | |
| bool | RemoveTagOnStart |
| FGameplayTag | EventTagOnStart |
| Public Attributes inherited from UAnimNotifyState | |
| bool | bShouldFireInEditor |
| Whether this notify state instance should fire in animation editors. | |
| FColor | NotifyColor |
| Color of Notify in editor. | |
| const FString | NotifyName |
| Implementable event to get a custom name for the notify. | |
| const float32 | DefaultTriggerWeightThreshold |
| TriggerWeightThreshold to use when creating notifies of this type. | |
| 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 |
Additional Inherited Members | |
| Public Member Functions inherited from UAnimNotifyState | |
| FString | GetNotifyName () const |
| Implementable event to get a custom name for the notify. | |
| bool | NotifyBegin (USkeletalMeshComponent MeshComp, UAnimSequenceBase Animation, float32 TotalDuration, FAnimNotifyEventReference EventReference) const |
| bool | NotifyEnd (USkeletalMeshComponent MeshComp, UAnimSequenceBase Animation, FAnimNotifyEventReference EventReference) const |
| bool | NotifyTick (USkeletalMeshComponent MeshComp, UAnimSequenceBase Animation, float32 FrameDeltaTime, FAnimNotifyEventReference EventReference) const |
| float32 | GetDefaultTriggerWeightThreshold () const |
| TriggerWeightThreshold to use when creating notifies of this type. | |
| 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 |
Attaches a static mesh to a socket while active. Only to be used for ambient animations, it's purely visual.
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static |
| UAnimMontage AnimationMontage |
Montage to play on the spawned SkeletalMesh.
| FName AttachToSocket |
Which Socket/Bone this will be attached to.
| bool bFollowCharacterAnimation |
If true, the spawned SkeletalMeshes animation progress will follow the character montage.
| FGameplayTag EventTagOnStart |
| FName PropActorTag |
Name-tag of the prop that will be attached. This is only used to find the props spawned by this notify. Only change it if you need multiple props attached to the same bone/socket. Otherwise, you don't need to change it.
| FTransform RelativeTransform |
Transform to add to the mesh when attaching to the socket.
| bool RemoveTagOnStart |
| USkeletalMesh SkeletalMesh |
Mesh to attach while this notify is active.
| TSubclassOf<ASkeletalMeshActor> SkeletalMeshActorClass |
Type of actor to spawn.
| UStaticMesh StaticMesh |
Mesh to attach while this notify is active.
| TSubclassOf<AStaticMeshActor> StaticMeshActorClass |
Type of actor to spawn.