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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
CustomAttributes | |
| void | AddBoneIntegerCustomAttribute (FName BoneName, FName AttributeName, TArray< float32 > TimeKeys, TArray< int > ValueKeys) |
| void | AddBoneStringCustomAttribute (FName BoneName, FName AttributeName, TArray< float32 > TimeKeys, TArray< FString > ValueKeys) |
| void | RemoveAllCustomAttributes () |
| void | RemoveAllCustomAttributesForBone (FName BoneName) |
| void | RemoveCustomAttribute (FName BoneName, FName AttributeName) |
| void | AddBoneFloatCustomAttribute (FName BoneName, FName AttributeName, TArray< float32 > TimeKeys, TArray< float32 > ValueKeys) |
Functions | |
| void | SetbDoNotOverrideCompression (bool Value) |
| Do not attempt to override compression scheme when running CompressAnimations commandlet. Some high frequency animations are too sensitive and shouldn't be changed. | |
| 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 |
Static Public Member Functions | |
Static Functions | |
| 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 | RefPoseSeq |
| Additive reference animation if it's relevant - i.e. AnimScaled or AnimFrame *. | |
| int | RefFrameIndex |
| Additve reference frame if RefPoseType == AnimFrame *. | |
| EAdditiveBasePoseType | RefPoseType |
| Additive refrerence pose type. Refer above enum type. | |
| EAdditiveAnimationType | AdditiveAnimType |
| Additive animation type. *. | |
Animation | |
| FName | RetargetSource |
| Base pose to use when retargeting. | |
| EAnimInterpolationType | Interpolation |
| This defines how values between keys are calculated *. | |
| TSoftObjectPtr< USkeletalMesh > | RetargetSourceAsset |
| If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. Transform data will be saved in RetargetSourceAssetReferencePose. | |
Compression | |
| float32 | CompressionErrorThresholdScale |
| Set a scale for error threshold on compression. This is useful if the animation will be played back at a different scale (e.g. if you know the animation will be played on an actor/component that is scaled up by a factor of 10, set this value to 10). | |
| bool | bAllowFrameStripping |
| Allow frame stripping to be performed on this animation if the platform requests it Can be disabled if animation has high frequency movements that are being lost. | |
| UAnimBoneCompressionSettings | BoneCompressionSettings |
| The bone compression settings used to compress bones in this sequence. | |
| UVariableFrameStrippingSettings | VariableFrameStrippingSettings |
| EStripAnimDataOnDedicatedServerSettings | StripAnimDataOnDedicatedServer |
| Enum used to decide whether we should strip animation data on dedicated server. | |
| UAnimCurveCompressionSettings | CurveCompressionSettings |
| The curve compression settings used to compress curves in this sequence. | |
ImportSettings | |
| UAssetImportData | AssetImportData |
| Importing data and options used for this mesh. | |
RootMotion | |
| bool | bUseNormalizedRootMotionScale |
| If this is on, it will use a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0) *. | |
| bool | bForceRootLock |
| Force Root Bone Lock even if Root Motion is not enabled. | |
| ERootMotionRootLock | RootMotionRootLock |
| Root Bone will be locked to that position when extracting root motion.*. | |
| bool | bEnableRootMotion |
| If this is on, it will allow extracting of root motion *. | |
| 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 |
| void AddBoneFloatCustomAttribute | ( | FName | BoneName, |
| FName | AttributeName, | ||
| TArray< float32 > | TimeKeys, | ||
| TArray< float32 > | ValueKeys ) |
| void AddBoneIntegerCustomAttribute | ( | FName | BoneName, |
| FName | AttributeName, | ||
| TArray< float32 > | TimeKeys, | ||
| TArray< int > | ValueKeys ) |
| void AddBoneStringCustomAttribute | ( | FName | BoneName, |
| FName | AttributeName, | ||
| TArray< float32 > | TimeKeys, | ||
| TArray< FString > | ValueKeys ) |
| void RemoveAllCustomAttributes | ( | ) |
| void RemoveAllCustomAttributesForBone | ( | FName | BoneName | ) |
| void SetbDoNotOverrideCompression | ( | bool | Value | ) |
Do not attempt to override compression scheme when running CompressAnimations commandlet. Some high frequency animations are too sensitive and shouldn't be changed.
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static |
| EAdditiveAnimationType AdditiveAnimType |
Additive animation type. *.
| UAssetImportData AssetImportData |
Importing data and options used for this mesh.
| bool bAllowFrameStripping |
Allow frame stripping to be performed on this animation if the platform requests it Can be disabled if animation has high frequency movements that are being lost.
| bool bEnableRootMotion |
If this is on, it will allow extracting of root motion *.
| bool bForceRootLock |
Force Root Bone Lock even if Root Motion is not enabled.
| UAnimBoneCompressionSettings BoneCompressionSettings |
The bone compression settings used to compress bones in this sequence.
| bool bUseNormalizedRootMotionScale |
If this is on, it will use a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0) *.
| float32 CompressionErrorThresholdScale |
Set a scale for error threshold on compression. This is useful if the animation will be played back at a different scale (e.g. if you know the animation will be played on an actor/component that is scaled up by a factor of 10, set this value to 10).
| UAnimCurveCompressionSettings CurveCompressionSettings |
The curve compression settings used to compress curves in this sequence.
| EAnimInterpolationType Interpolation |
This defines how values between keys are calculated *.
| int RefFrameIndex |
Additve reference frame if RefPoseType == AnimFrame *.
| UAnimSequence RefPoseSeq |
Additive reference animation if it's relevant - i.e. AnimScaled or AnimFrame *.
| EAdditiveBasePoseType RefPoseType |
Additive refrerence pose type. Refer above enum type.
| FName RetargetSource |
Base pose to use when retargeting.
| TSoftObjectPtr<USkeletalMesh> RetargetSourceAsset |
If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. Transform data will be saved in RetargetSourceAssetReferencePose.
| ERootMotionRootLock RootMotionRootLock |
Root Bone will be locked to that position when extracting root motion.*.
| EStripAnimDataOnDedicatedServerSettings StripAnimDataOnDedicatedServer |
Enum used to decide whether we should strip animation data on dedicated server.
| UVariableFrameStrippingSettings VariableFrameStrippingSettings |