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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Allows multiple animations to be blended between based on input parameters. More...
Static Public Member Functions | |
Static Functions | |
| 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 | PreviewBasePose |
| Preview Base pose for additive BlendSpace *. | |
AnalysisProperties | |
| UAnalysisProperties | AnalysisProperties |
| Analysis properties for each axis. Note that these can be null. They will be created/set from FBlendSpaceDetails::HandleAnalysisFunctionChanged. | |
Animation | |
| bool | bLoop |
| The default looping behavior of this blend space. Asset players can override this. | |
AnimationNotifies | |
| ENotifyTriggerMode | NotifyTriggerMode |
| The current mode used by the BlendSpace to decide which animation notifies to fire. Valid options are: | |
BlendParametersTest | |
| FBlendParameter | BlendParameters |
| Blend Parameters for each axis. *. | |
BlendSamples | |
| TArray< FBlendSample > | SampleData |
| Sample animation data. | |
InputInterpolation | |
| bool | bInterpolateUsingGrid |
| If true then interpolation is done via a grid at runtime. If false the interpolation uses the triangulation. | |
| FInterpolationParameter | InterpolationParam |
| Input Smoothing parameters for each input axis. | |
| EPreferredTriangulationDirection | PreferredTriangulationDirection |
| Preferred edge direction when the triangulation has to make an arbitrary choice. | |
| EBlendSpaceAxis | AxisToScaleAnimation |
| If you have input smoothing, this specifies the axis on which to scale the animation playback speed. E.g. for locomotion animation, the speed axis will scale the animation speed in order to make up the difference between the target and the result of blending the samples. | |
SampleSmoothing | |
| bool | bAllowMeshSpaceBlending |
| If set then blending is performed in mesh space if there are per-bone sample smoothing overrides. | |
| FBlendSpaceBlendProfile | PerBoneBlendProfile |
| Reference to a blend profile of the corresponding skeleton to be used for per bone smoothing in case the per bone blend mode is set to use a blend profile. | |
| bool | bTargetWeightInterpolationEaseInOut |
| If set then this eases in/out the sample weight adjustments, using the speed to determine how much smoothing to apply. | |
| float32 | TargetWeightInterpolationSpeedPerSec |
| If greater than zero, this is the speed at which the sample weights are allowed to change. | |
| EBlendSpacePerBoneBlendMode | PerBoneBlendMode |
| There are two ways to use per pone sample smoothing: Blend profiles and manually maintaining the per bone overrides. | |
| TArray< FPerBoneInterpolation > | ManualPerBoneOverrides |
| Per bone sample smoothing settings, which affect the specified bone and all its descendants in the skeleton. These act as overrides to the global sample smoothing speed, which means the global sample smoothing speed does not affect these bones. Note that they also override each other - so a per-bone setting on the chest will not affect the hand if there is a per-bone setting on the arm. | |
| 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 |
Additional Inherited Members | |
| 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 |
Allows multiple animations to be blended between based on input parameters.
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static |
| UAnalysisProperties AnalysisProperties |
Analysis properties for each axis. Note that these can be null. They will be created/set from FBlendSpaceDetails::HandleAnalysisFunctionChanged.
| EBlendSpaceAxis AxisToScaleAnimation |
If you have input smoothing, this specifies the axis on which to scale the animation playback speed. E.g. for locomotion animation, the speed axis will scale the animation speed in order to make up the difference between the target and the result of blending the samples.
| bool bAllowMeshSpaceBlending |
If set then blending is performed in mesh space if there are per-bone sample smoothing overrides.
Note that mesh space blending is significantly more expensive (slower) than normal blending when the samples are regular animations (i.e. not additive animations that are already set to apply in mesh space), and is typically only useful if you want some parts of the skeleton to achieve a pose in mesh space faster or slower than others - for example to make the head move faster than the body/arms when aiming, so the character looks at the target slightly before aiming at it.
Note also that blend space assets with additive/mesh space samples will always blend in mesh space, and also that enabling this option with blend space graphs producing additive/mesh space samples may cause undesired results.
| bool bInterpolateUsingGrid |
If true then interpolation is done via a grid at runtime. If false the interpolation uses the triangulation.
| FBlendParameter BlendParameters |
Blend Parameters for each axis. *.
| bool bLoop |
The default looping behavior of this blend space. Asset players can override this.
| bool bTargetWeightInterpolationEaseInOut |
If set then this eases in/out the sample weight adjustments, using the speed to determine how much smoothing to apply.
| FInterpolationParameter InterpolationParam |
Input Smoothing parameters for each input axis.
| TArray<FPerBoneInterpolation> ManualPerBoneOverrides |
Per bone sample smoothing settings, which affect the specified bone and all its descendants in the skeleton. These act as overrides to the global sample smoothing speed, which means the global sample smoothing speed does not affect these bones. Note that they also override each other - so a per-bone setting on the chest will not affect the hand if there is a per-bone setting on the arm.
| ENotifyTriggerMode NotifyTriggerMode |
The current mode used by the BlendSpace to decide which animation notifies to fire. Valid options are:
| EBlendSpacePerBoneBlendMode PerBoneBlendMode |
There are two ways to use per pone sample smoothing: Blend profiles and manually maintaining the per bone overrides.
| FBlendSpaceBlendProfile PerBoneBlendProfile |
Reference to a blend profile of the corresponding skeleton to be used for per bone smoothing in case the per bone blend mode is set to use a blend profile.
| EPreferredTriangulationDirection PreferredTriangulationDirection |
Preferred edge direction when the triangulation has to make an arbitrary choice.
| UAnimSequence PreviewBasePose |
Preview Base pose for additive BlendSpace *.
| TArray<FBlendSample> SampleData |
Sample animation data.
| float32 TargetWeightInterpolationSpeedPerSec |
If greater than zero, this is the speed at which the sample weights are allowed to change.
A speed of 1 means a sample weight can change from zero to one (or one to zero) in one second. A speed of 2 means that this would take half a second.
This allows the Blend Space to switch to new parameters without going through intermediate states, effectively blending between where it was and where the new target is. For example, imagine we have a blend space for locomotion, moving left, forward and right. Now if you interpolate the inputs of the blend space itself, from one extreme to the other, you will go from left, to forward, to right. As an alternative, by setting this Sample Weight Speed to a value higher than zero, it will go directly from left to right, without going through moving forward first.
Smaller values mean slower adjustments of the sample weights, and thus more smoothing. However, a value of zero disables this smoothing entirely.