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

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

Member Function Documentation

◆ AddBoneFloatCustomAttribute()

void AddBoneFloatCustomAttribute ( FName BoneName,
FName AttributeName,
TArray< float32 > TimeKeys,
TArray< float32 > ValueKeys )

◆ AddBoneIntegerCustomAttribute()

void AddBoneIntegerCustomAttribute ( FName BoneName,
FName AttributeName,
TArray< float32 > TimeKeys,
TArray< int > ValueKeys )

◆ AddBoneStringCustomAttribute()

void AddBoneStringCustomAttribute ( FName BoneName,
FName AttributeName,
TArray< float32 > TimeKeys,
TArray< FString > ValueKeys )

◆ RemoveAllCustomAttributes()

void RemoveAllCustomAttributes ( )

◆ RemoveAllCustomAttributesForBone()

void RemoveAllCustomAttributesForBone ( FName BoneName)

◆ RemoveCustomAttribute()

void RemoveCustomAttribute ( FName BoneName,
FName AttributeName )

◆ SetbDoNotOverrideCompression()

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.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AdditiveAnimType

EAdditiveAnimationType AdditiveAnimType

Additive animation type. *.

◆ AssetImportData

UAssetImportData AssetImportData

Importing data and options used for this mesh.

◆ bAllowFrameStripping

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.

◆ bEnableRootMotion

bool bEnableRootMotion

If this is on, it will allow extracting of root motion *.

◆ bForceRootLock

bool bForceRootLock

Force Root Bone Lock even if Root Motion is not enabled.

◆ BoneCompressionSettings

UAnimBoneCompressionSettings BoneCompressionSettings

The bone compression settings used to compress bones in this sequence.

◆ bUseNormalizedRootMotionScale

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) *.

◆ CompressionErrorThresholdScale

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).

◆ CurveCompressionSettings

UAnimCurveCompressionSettings CurveCompressionSettings

The curve compression settings used to compress curves in this sequence.

◆ Interpolation

EAnimInterpolationType Interpolation

This defines how values between keys are calculated *.

◆ RefFrameIndex

int RefFrameIndex

Additve reference frame if RefPoseType == AnimFrame *.

◆ RefPoseSeq

UAnimSequence RefPoseSeq

Additive reference animation if it's relevant - i.e. AnimScaled or AnimFrame *.

◆ RefPoseType

EAdditiveBasePoseType RefPoseType

Additive refrerence pose type. Refer above enum type.

◆ RetargetSource

FName RetargetSource

Base pose to use when retargeting.

◆ RetargetSourceAsset

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.

◆ RootMotionRootLock

ERootMotionRootLock RootMotionRootLock

Root Bone will be locked to that position when extracting root motion.*.

◆ StripAnimDataOnDedicatedServer

EStripAnimDataOnDedicatedServerSettings StripAnimDataOnDedicatedServer

Enum used to decide whether we should strip animation data on dedicated server.

◆ VariableFrameStrippingSettings

UVariableFrameStrippingSettings VariableFrameStrippingSettings