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

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UAnimNotifyState_MagnetBase
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

Attack Motion Warping
float32 m_AttackRangeNPC
 Additional distance that can be reached by the attack thanks to the magnet.
bool m_UseNewRelocationSystem
float32 m_PivotDistanceTip
 Distance between the weapon's tip and its pivot.
float32 m_PivotDistanceHandle
 Distance between the handle and its pivot.
float32 m_DistanceAfterAttack
bool m_AllowGoingBackwards
 Allow the character to move backwards in case he's too close to the target.
float32 m_AttackRangePlayer
 Additional distance that can be reached by the attack thanks to the magnet.
Public Attributes inherited from UAnimNotifyState_MagnetBase
FString m_HitCollisionName
 Main collider of the attack.
TSubclassOf< UAttackMeleeConfig > m_DebugConfigClass
float32 m_DamageNotifyIndex
 Index of the notify to register the damage point.
FName m_DamageBone
 Bone which the weapon is attached to.
FVector m_WeaponDirection
 Vector of the weapon traversal axis when the damage point is considered (Red line on the editor).
FName m_CoreBone
 Center and "core" bone of the character. Used to obtain damage position in automaticConfig: the damage position will be set when better aligned with this bone. Usually will be spine_03 for humans, or spine for creatures.
EMagnetConfig m_MagnetConfigType
 Select how the damage point location is set: Automatic: Select the moment in which the weapon is most aligned with the forward vector of the character SetByIndex: The location is set by the weapon position at a certain frame of the damage notify. The frame is set by an index (0-1) SetByHand: Set the values manually.
FVector m_DamagePosition
 Location of the weapon damage collider when the damage is dealt (Red dot on the editor).
EMagnetConfig MagnetConfigType
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_MagnetBase
void SetCoreBone (FName coreBone) const
void SetDamageBone (FName DamageBone) const
 SETTERS.
void SetMagnetConfigType (EMagnetConfig NewMagnetConfigType) const
EMagnetConfig GetMagnetConfigType () const
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

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ m_AllowGoingBackwards

bool m_AllowGoingBackwards

Allow the character to move backwards in case he's too close to the target.

◆ m_AttackRangeNPC

float32 m_AttackRangeNPC

Additional distance that can be reached by the attack thanks to the magnet.

◆ m_AttackRangePlayer

float32 m_AttackRangePlayer

Additional distance that can be reached by the attack thanks to the magnet.

◆ m_DistanceAfterAttack

float32 m_DistanceAfterAttack

◆ m_PivotDistanceHandle

float32 m_PivotDistanceHandle

Distance between the handle and its pivot.

◆ m_PivotDistanceTip

float32 m_PivotDistanceTip

Distance between the weapon's tip and its pivot.

◆ m_UseNewRelocationSystem

bool m_UseNewRelocationSystem