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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| void | SetbAnimRotationOnly (bool Value) |
| Indicates that only the rotation should be taken from the animation sequence and the translation should come from the USkeletalMesh ref pose. Note that the root bone always takes translation from the animation, even if this flag is set. You can use the UseTranslationBoneNames array to specify other bones that should use translation with this flag set. | |
| 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 UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AnimSet | |
| TArray< FName > | ForceMeshTranslationBoneNames |
| List of bones which are ALWAYS going to use their translation from the mesh and not the animation. // Do not change private - they will go away. | |
| TArray< FName > | UseTranslationBoneNames |
| Names of bones that should use translation from the animation, if bAnimRotationOnly is set. // Do not change private - they will go away. | |
| 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 SetbAnimRotationOnly | ( | bool | Value | ) |
Indicates that only the rotation should be taken from the animation sequence and the translation should come from the USkeletalMesh ref pose. Note that the root bone always takes translation from the animation, even if this flag is set. You can use the UseTranslationBoneNames array to specify other bones that should use translation with this flag set.
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static |
List of bones which are ALWAYS going to use their translation from the mesh and not the animation. // Do not change private - they will go away.