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

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

Detailed Description

Attaches a static mesh to a socket while active. Only to be used for ambient animations, it's purely visual.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AnimationMontage

UAnimMontage AnimationMontage

Montage to play on the spawned SkeletalMesh.

◆ AttachToSocket

FName AttachToSocket

Which Socket/Bone this will be attached to.

◆ bFollowCharacterAnimation

bool bFollowCharacterAnimation

If true, the spawned SkeletalMeshes animation progress will follow the character montage.

◆ EventTagOnStart

FGameplayTag EventTagOnStart

◆ PropActorTag

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.

◆ RelativeTransform

FTransform RelativeTransform

Transform to add to the mesh when attaching to the socket.

◆ RemoveTagOnStart

bool RemoveTagOnStart

◆ SkeletalMesh

USkeletalMesh SkeletalMesh

Mesh to attach while this notify is active.

◆ SkeletalMeshActorClass

TSubclassOf<ASkeletalMeshActor> SkeletalMeshActorClass

Type of actor to spawn.

◆ StaticMesh

UStaticMesh StaticMesh

Mesh to attach while this notify is active.

◆ StaticMeshActorClass

TSubclassOf<AStaticMeshActor> StaticMeshActorClass

Type of actor to spawn.