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

Default animation settings. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()

Public Attributes

AnimationData
FFrameRate DefaultFrameRate
 Project specific default frame-rate used when (re)initializing any animation based data.
bool bEnforceSupportedFrameRates
 Whether to enforce the project to only use entries from SupportedFrameRates for the animation assets, if disable will warn instead.
Compression
bool bFirstRecompressUsingCurrentOrDefault
 If true, then the animation will be first recompressed with it's current compressor if non-NULL, or with the global default compressor (specified in the engine ini) Also known as "Run Current Default Compressor".
bool ForceRecompression
 If true, this will forcibly recompress every animation, this should not be checked in enabled.
bool bForceBelowThreshold
 If true and the existing compression error is greater than Alternative Compression Threshold, then any compression technique (even one that increases the size) with a lower error will be used until it falls below the threshold.
TArray< FString > KeyEndEffectorsMatchNameArray
 List of bone names to treat with higher precision, in addition to any bones with sockets.
Mirroring
TArray< FMirrorFindReplaceExpression > MirrorFindReplaceExpressions
 Find and Replace Expressions used for mirroring.
Performance
bool bStripAnimationDataOnDedicatedServer
 If true, animation track data will be stripped from dedicated server cooked data.
bool bEnablePerformanceLog
 If true, recompression will log performance information.
bool bTickAnimationOnSkeletalMeshInit
 If true, pre-4.19 behavior of zero-ticking animations during skeletal mesh init.

AnimationAttributes

TArray< FString > BoneNamesWithCustomAttributes
 List of bone names for which all animation attributes are directly imported on the bone.
FTimecodeCustomAttributeNameSettings BoneTimecodeCustomAttributeNameSettings
 Names that identify bone animation attributes representing the individual components of a timecode and a subframe along with a take name. These will be included in the list of bone custom attribute names to import.
TArray< TSoftObjectPtr< UUserDefinedStruct > > UserDefinedStructAttributes
 Register user defined structs as animation attributes.
TArray< FCustomAttributeSetting > BoneCustomAttributesNames
 List of animation attribute names to import directly on their corresponding bone names. The meaning field allows to contextualize the attribute name and customize tooling for it.
const TArray< FString > BoneCustomAttributeNamesToImport
 Gets the complete list of bone animation attribute names to consider for import. This includes the designated timecode animation attributes as well as other bone animation attributes identified in the settings.
ECustomAttributeBlendType DefaultAttributeBlendMode
 Default Animation Attribute blend type.
TMap< FName, ECustomAttributeBlendType > AttributeBlendModes
 Animation Attribute specific blend types (by name).
TArray< FString > TransformAttributeNames
 Names to match against when importing FBX node transform curves as attributes (can use ? and * wildcards).
TArray< FString > GetBoneCustomAttributeNamesToImport () const
 Gets the complete list of bone animation attribute names to consider for import. This includes the designated timecode animation attributes as well as other bone animation attributes identified in the settings.

Detailed Description

Default animation settings.

Member Function Documentation

◆ GetBoneCustomAttributeNamesToImport()

TArray< FString > GetBoneCustomAttributeNamesToImport ( ) const

Gets the complete list of bone animation attribute names to consider for import. This includes the designated timecode animation attributes as well as other bone animation attributes identified in the settings.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AttributeBlendModes

TMap<FName,ECustomAttributeBlendType> AttributeBlendModes

Animation Attribute specific blend types (by name).

◆ bEnablePerformanceLog

bool bEnablePerformanceLog

If true, recompression will log performance information.

◆ bEnforceSupportedFrameRates

bool bEnforceSupportedFrameRates

Whether to enforce the project to only use entries from SupportedFrameRates for the animation assets, if disable will warn instead.

◆ bFirstRecompressUsingCurrentOrDefault

bool bFirstRecompressUsingCurrentOrDefault

If true, then the animation will be first recompressed with it's current compressor if non-NULL, or with the global default compressor (specified in the engine ini) Also known as "Run Current Default Compressor".

◆ bForceBelowThreshold

bool bForceBelowThreshold

If true and the existing compression error is greater than Alternative Compression Threshold, then any compression technique (even one that increases the size) with a lower error will be used until it falls below the threshold.

◆ BoneCustomAttributeNamesToImport

const TArray<FString> BoneCustomAttributeNamesToImport

Gets the complete list of bone animation attribute names to consider for import. This includes the designated timecode animation attributes as well as other bone animation attributes identified in the settings.

◆ BoneCustomAttributesNames

TArray<FCustomAttributeSetting> BoneCustomAttributesNames

List of animation attribute names to import directly on their corresponding bone names. The meaning field allows to contextualize the attribute name and customize tooling for it.

◆ BoneNamesWithCustomAttributes

TArray<FString> BoneNamesWithCustomAttributes

List of bone names for which all animation attributes are directly imported on the bone.

◆ BoneTimecodeCustomAttributeNameSettings

FTimecodeCustomAttributeNameSettings BoneTimecodeCustomAttributeNameSettings

Names that identify bone animation attributes representing the individual components of a timecode and a subframe along with a take name. These will be included in the list of bone custom attribute names to import.

◆ bStripAnimationDataOnDedicatedServer

bool bStripAnimationDataOnDedicatedServer

If true, animation track data will be stripped from dedicated server cooked data.

◆ bTickAnimationOnSkeletalMeshInit

bool bTickAnimationOnSkeletalMeshInit

If true, pre-4.19 behavior of zero-ticking animations during skeletal mesh init.

◆ DefaultAttributeBlendMode

ECustomAttributeBlendType DefaultAttributeBlendMode

Default Animation Attribute blend type.

◆ DefaultFrameRate

FFrameRate DefaultFrameRate

Project specific default frame-rate used when (re)initializing any animation based data.

◆ ForceRecompression

bool ForceRecompression

If true, this will forcibly recompress every animation, this should not be checked in enabled.

◆ KeyEndEffectorsMatchNameArray

TArray<FString> KeyEndEffectorsMatchNameArray

List of bone names to treat with higher precision, in addition to any bones with sockets.

◆ MirrorFindReplaceExpressions

TArray<FMirrorFindReplaceExpression> MirrorFindReplaceExpressions

Find and Replace Expressions used for mirroring.

◆ TransformAttributeNames

TArray<FString> TransformAttributeNames

Names to match against when importing FBX node transform curves as attributes (can use ? and * wildcards).

◆ UserDefinedStructAttributes

TArray<TSoftObjectPtr<UUserDefinedStruct> > UserDefinedStructAttributes

Register user defined structs as animation attributes.